mirror of https://github.com/axmolengine/axmol.git
11 KiB
11 KiB
adxe
这是另外一个基于 Cocos2d-x-4.0 持续维护的分支, 全平台基于OpenAL, c++17...
宗旨:
- C++17
- Focus on native game dev only
- Fix bugs ASAP
- Review PR ASAP
主要特性:
- Windows x64编译支持
- 基于yasio重构HttpClient以支持并发Http请求,不再需要sendImmidate接口
- 重构AudioEngine, 全平台OpenAL
- openal-soft, pass -DBUILD_DEP_ALSOFT=ON to cmake to force enable it
- OpenAL.framework, if no and
BUILD_DEP_ALSOFT
option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still avaiable.
- 重构UserDefault, 全平台基于内存映射文件 mio, 性能提升百倍
- 模块化所有引擎扩展库, 所有扩展库放到extensions目录下,如cocostudio, spine
- AudioEngine实现wav所有
openal-soft
支持的封装格式, 例如MS-ADPCM, ADPCM等 - 使用现代化的GL加载器glad代替glew
- 增加google angle渲染后端支持
- C++最低标准要求: C++17
- 设置ios下最低目标平台为ios9.0
- 使用更快的xml解析库pugixml代替tinyxml2
- Downloader全平台统一实现,均基于curl
- 全平台统一使用XML SAX解析plist文件, 移除Apple平台的实现
- Spine 3.8支持
- 新增FairyGUI支持
- 新增硬件压缩纹理格式ASTC 4x4/6x6/8x8支持,支持软解
- 新增硬件压缩纹理格式ETC2 RGB/RGBA支持,支持软解
- ImGui集成,非常方便写游戏内嵌小工具,用法详见ImGuiEXT
Roadmap
快速开始
必要工具 python
- python-2.7.17+, python-3.7+都可以
准备步骤
- 进入引擎
adxe
根目录 - 执行
python setup.py
后重启控制台
Windows
- 安装CMake,要求3.14以上
- 确保 Visual Studio 2019 已正确安装
- 执行下面的命令
cd adxe
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
- 之后就可以用vs打开
adxe/build/adxe.sln
启动cpp-tests等测试工程了
Android
-
安装 Android Studio 2021.1.1+
-
第一次启动Android Studio, 会引导安装一些工具,默认安装即可,如果不需要模拟器可以把
Virutal Device
勾选去掉 -
启动 Android Studio并打开adxe\tests\cpp-tests\proj.android
-
通过 [Tools][SdkManagers] 打开sdk管理工具,选择如下SDK Platforms和SDK Tools后, 点击按钮
Apply
一路跟着引导安装即可:- Android SDK Platform 29 r5 (在SDK Platforms页签)
- Android SDK Build-Tools 29.0.2
- NDK r19c+
- CMake 3.10+
-
等待Gradle sync完成后,Build APKs,安装运行
-
如果使用非sdk自动安装的CMake版本, 需要下载ninja, 并且拷贝
ninja.exe
到CMake的bin目录
iOS
-
确保已安装xcode11+和cmake3.21+, 安装CMake命令行支持:
sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install
-
执行如下命令确保cmake能成功生成xcode工程:
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
-
生成xcode工程, 进入adxe根目录执行如下命令之一:
- for any device:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
- for arm64:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64
- for armv7,arm64 combined:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"
- for simulator x86_64:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=x86_64
- for any device:
-
之后就可以用xcode打开, 选择cpp-tests编译运行
注意
- ThreadLocalStorage线程本地存储
- ios x86 simulator ios>=10 and adxe no longer provide x86 libraries
- ios x64 or devices(armv7,arm64) ios sdk>=9.0
- the openal-soft maintained by kcat use TLS
QQ交流群
点击链接加入群聊【Adxe 交流群】:https://jq.qq.com/?_wv=1027&k=nvNmzOIY
参考链接
- official v4: https://gitee.com/mirrors/cocos2d-x
- Git快速手册: https://github.com/adxeproject/adxe/wiki/Git-Guides
adxe项目的活跃贡献者
- @halx99
- @rh101
- @aismann
- @weiwest
自Cocos2d-x-4.0以来完整改动列表
- [HIGHLIGHT] Improve spine RTTI compare performance when compiler string pooling enabled
- [HIGHLIGHT] Implement Windows WebView using WebView2 Edge Chromium, thanks to @rh101
- [HIGHLIGHT] Windows x64 build support
- [HIGHLIGHT] Support custom texture atlas formats, thanks to @rh101
- [HIGHLIGHT] Downloader realtime md5 checksum calculation support
- [HIGHLIGHT] Decompress astc parallel support
- [HIGHLIGHT] Reimplement HttpClient based on yasio for concurrent http request support
- [HIGHLIGHT] Improve Lua RTTI performance and less memory cost
- [HIGHLIGHT] Virtual File System support, thanks to @rh101
- [HIGHLIGHT] Refactor lua loader, speed up 30%+
- [HIGHLIGHT] Update plainlua version to 5.4.3
- [HIGHLIGHT] Use Openal-Soft for all platform
- [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+
- [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM
- [HIGHLIGHT] Use modern GL loader Glad
- [HIGHLIGHT] Google angle renderer backend support
- [HIGHLIGHT] Update codebase to C++ 17 standard
- [HIGHLIGHT] Remove tinyxml2
- [HIGHLIGHT] Use fast pugixml
- [HIGHLIGHT] Spine-3.6~4.0 support
- [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
- [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
- [HIGHLIGHT] ImGui integrated for PC platforms
- [HIGHLIGHT] Extension FairyGUI support
- [HIGHLIGHT] Use curl for transferring data with URL syntax
- [HIGHLIGHT] Modularize all optional extension, move from engine core to folder extensions
- [HIGHLIGHT] Improve thirdparty libs building, 99% of them build from sources or github actions with latest toolchain, see also:
adxeproject/buildware
- [HIGHLIGHT] Add new API
Director::setChildrenIndexerEnabled
for speed up getChildByTag & getChildByName support - [HIGHLIGHT] Add new API
FontFreeType::setStreamParsingEnabled
for stream parsing support, it's very useful for reduce memory cost when load large .ttf font file - [HIGHLIGHT] Remove all unnecessary
std::nothrow
stubs - [HIGHLIGHT] Use c++17 string_view instead
const std::string&
- [NEW] Add int64_t/uint64_t support for
cocos2d::Value
- [Fix] Fix Label overflow shrink bug
- [FIX] Fix uniform location mismatch when more than 1 spine with different shaders
- [FIX] Fix imgui draw frame cause afterimage when game scene nothing to draw
- [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issue
- [FIX] Use TTF scaled metrics to calculate line height, thanks to @rh101
- [FIX] Fix Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow
- [FIX] Fix console output text encoding for win32
- [FIX] Fix charset process for fontName on win32
- [FIX] Fix Crash on ParticleBatchNode::updateProgramStateTexture()
- [FIX] Fix Crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1
- [FIX] Fix Lua can't get
unsigned char
orunsigned int
values ofValueMap
- [FIX] Fix crash on AudioEngine::end after the
Director
was destroyed - [FIX] Fix font atlas will leak when it does not exist in the atlas cache, thanks to @rh101
- [FIX] Fix ScrollView shows incorrect position in vertical direction some time, thanks to @wzhengsen
- [FIX] Fix Spine ClippingAttachment doesn't work
- [REFINE] CCValue move construct and assign with std::string support
- [REFINE] Improve windows dev workflow, use working directory instead copy resources to build binary directory
- [REFINE] Add lua debug project file to lua project template
- [REFINE] Remove lua 64bit spec search path, since we can compile compatible bytecode for both plainlua and luajit
- [REFINE] Put stats labels to safe origin to make sure we can see it integral at some mobile device
- [REFINE] Improve cmake scripts
- [REFINE] Replace deprecated repo
jcenter
withmavenCentral
- [REFINE] Lua-5.4 compatible
- [REFINE] Improve cmdline-tools
- [REFINE] Ensure label underline node has the same global Z value as the label node to fix visibility issue when global Z is not 0
- [REFINE] Improve android astc support check
- [REFINE] Improve the "Physics part" (#379), thanks to @aismann
- [REFINE] Rename command line to to
adxe
- [REFINE] Update imgui to 1.84 WIP
- [REFINE] Rename thirdparty folder
external
tothirdparty
- [REFINE] Building plainlua as dll on windows always for debugger happy to debug app quickly
- [REFINE] Fix some audio test case can't hear sound
- [REFINE] Avoid OS_WINDOWS conflict with system macro
- [REFINE] Update OpenSSL to v3.0.1
- [REFINE] Update FreeType to latest
- [REFINE] Use Freetype SDF render when label distance field enabled
- [REFINE] Always enable string pooling for msvc on cmake
- [REFINE] Change DrawNode api color parameters from
Color4F
to lowColor4B
- [REFINE] Improve DrawNode GC allocs
- [REFINE] Use
jni.hpp
to improve jni call without method signature GC allocs