mirror of https://github.com/axmolengine/axmol.git
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setup.py |
README.md
Engine-x
This is another more radical fork of Cocos2d-x-4.0, use OpenAL for all platforms, single texture multi GPU texture handler, C++ 14/17 and some more (see 'Highlight Features' for more info).
Purpose Summary
- C++ 14/17
- Focus on native game dev (quick starting, easy to use, fast)
- Bugfixes ASAP
- Usefull PRs from you are welcome (review/merge ASAP)
Highlight Features
- More clearly third-party libs 'Upstream-Version-License' for easy to publish your commercial apps based on engine-x
- Refactor AudioEngine, OpenAL for all platforms
- OpenAL Soft, pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it
- OpenAL.framework, if no
BUILD_EXT_ALSOFT
option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still available.
- Refactor UserDefault with mio
- Modularize all optional extension, move from engine core to folder extensions
- Implement all .wav formats supported by
OpenAL Soft
, such as MS-ADPCM, ADPCM, ... - Use modern GL loader
Glad
- Google angle renderer backend support
- C++ 14 standard
- IOS SDK 9.0 as minimal deployment
- Use fast pugixml
- Use curl for transferring data with URL syntax
- Use SAX parser for all plist file
- Spine-3.8 support
- Extension
FairyGUI
support - ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
- ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
- ImGui integrated, easy to write game embedded tools, very ease to use, please read ImGuiEXT
Roadmap
Quick Start
Open Wiki for additional information too.
Common Requirement Python
- Python-2.7.17+, Python-3.7+
Prerequisites
- Enter
engine-x
root directory - Run
python setup.py
, restart console after finish
Windows
- Install CMake 3.14+
- Install Visual Studio 2019 build (it's strong recommend you use 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 4.0+
- When first start Android Studio, It will guide you to install sdk and other tools, just install them
- 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], then switch to
SDK Tools
, check theShow Package Details
, choose follow tools and click the buttonApply
to install them:- Android SDK Platform 29 r5
- Android SDK Build-Tools 29.0.2
- NDK r16b+
- CMake 3.10+
- Waiting for
Gradle sync
finish. - Remark: If you use non-sdk provided CMake edition, you need download
ninja
from https://github.com/ninja-build/ninja/releases, and copyninja.exe
to cmake's bin directory
iOS
-
Ensure xcode11+ & cmake3.14+ installed, install cmake command line support:
sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install
-
Execute follow command
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
-
Generate xcode project
- 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 simulator x86_64:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
- for any device
-
After cmake generate finish, you can open xcode project at
build
folder and run cpp-tests or other test targets. -
Notes
- The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved
- engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios
Notes
- ThreadLocalStorage (TLS)
- ios x86 simulator ios>=10 and engine-x no longer provide x86 libraries
- ios x64 or devices (armv7, arm64) ios sdk>=9.0
- the 'OpenAL Soft' maintained by kcat use TLS
Reference links
- Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x