mirror of https://github.com/axmolengine/axmol.git
3.9 KiB
3.9 KiB
EGNX
This is another more radical fork of cocos2d-x v4
, use opanal for all platforms, single texture multi gpu texture handler, c++14/17...
Purpose Summary:
- C++14/17
- Forcus on native game dev only
- Fix bugs ASAP
- Review PR ASAP
- Excellent PRs from any guys are welcome, we will review & merge ASAP
Highlight Features:
- Refactor AudioEngine, OpenAL for all platforms, and on iOS, can switch to openal-soft through
-DCC_USE_ALSOFT_ON_APPLE
since Apple mark OpenAL frameworkdeprecated
on iOS12 - Refactor UserDefault with mio, very fast
- Modularize all optional extension, all move from engine core to folder extensions
- Add engine extension 'fairygui' support
- Implement all .wav formats supported by
openal-soft
, such as MS-ADPCM, ADPCM... - Use modern gl loader
glad
to instead glew - Add google angle renderer backend support
- Set default C++ standard to 14
- Set min deploy target ios sdk to 9.0
- Remove tinyxml2, use more fast pugixml instead
- Use curl for HttpClient,Downloader on all platforms
- Use SAX parser for all plist file, remove apple platform spec for getValueMapFromFile stubs
Roadmap
Quick Start
Windows
- Install CMake 3.6+
- Install Visual Studio 2019 build(we strong recommand you install this version)
- Execute follow command at command line(Console, Window Terminal or Powershell)
cd engine-x\
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
Android
-
Install Android Studio 3.5.3+
-
Start Android and choose [Open an existing Android Studio Project] to open
engine-x\tests\cpp-tests\proj.android
-
Start Android Studio and Open [Tools][SDKManager] and install sdk tools:
LLDB 3.1+
CMake 3.10.2+
NDK 20.1+ -
Waiting for
Gradle sync
finish. -
Remark: If missing Ninja, could be download from https://github.com/ninja-build/ninja/releases, then copy Ninja.exe to Cmake's bin directory
iOS
- Ensure xcode11+ installed
- Install brew:
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
when finish, install follow tools:
brew update
brew install git
brew install cmake
brew install autoconf
brew install automake
brew install libtool
- Execute follow command
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
- Generate xcode project
mkdir engine-x/build
cd engine-x/build
cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
# for simulator64
# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
# for (armv7, armv7s, arm64)
# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS -DENABLE_ARC=0 -DENABLE_BITCODE=0
# for device 64
# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
- After cmake generate finish, you can open xcode project at
build
folder and run cpp-tests or other test targets.
Pitfalls
- ThreadLocalStorage(TLS)
- ios x86 simulator ios>=10
- ios x64 or devices(armv7,arm64) ios sdk>=9.0
- the openal-soft maintained by kcat use TLS
Reference links
- engine-x-3rd: https://github.com/c4games/engine-x-3rd
- official v4: https://github.com/cocos2d/cocos2d-x