mirror of https://github.com/axmolengine/axmol.git
103 lines
5.7 KiB
Markdown
103 lines
5.7 KiB
Markdown
# Engine-x
|
|
[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases)
|
|
[![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/c4games/engine-x/blob/master/LICENSE)
|
|
|
|
[![Android Build Status](https://github.com/c4games/engine-x/workflows/android/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid)
|
|
[![iOS Build Status](https://github.com/c4games/engine-x/workflows/ios/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aios)
|
|
[![Windows Build Status](https://github.com/c4games/engine-x/workflows/win32/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32)
|
|
[![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
|
|
[![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
|
|
|
|
**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).**
|
|
|
|
**[简体中文](README_CN.md)**
|
|
|
|
### 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'](external/README.md) for easy to publish your commercial apps based on engine-x**
|
|
* Refactor AudioEngine, OpenAL for all platforms
|
|
* [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it
|
|
* [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), 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](https://github.com/mandreyel/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](https://github.com/google/angle) renderer backend support
|
|
* C++ 14 standard
|
|
* IOS SDK 9.0 as minimal deployment
|
|
* Use fast pugixml
|
|
* Use [curl](https://github.com/curl/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](extensions/ImGuiEXT/README.md)**
|
|
|
|
### [Roadmap](issues/1)
|
|
|
|
### Quick Start
|
|
Open [Wiki](https://github.com/c4games/engine-x/wiki) for additional information too.
|
|
|
|
#### Common Requirement [Python](https://www.python.org/downloads/)
|
|
* Python-2.7.17+, Python-3.7+
|
|
|
|
#### Prerequisites
|
|
1. Enter ```engine-x``` root directory
|
|
2. Run ```python setup.py```, restart console after finish
|
|
|
|
#### Windows
|
|
1. Install [CMake](https://cmake.org/) 3.14+
|
|
2. Install Visual Studio 2019 build (it's strong recommend you use this version)
|
|
3. Execute follow command at command line (Console, Window Terminal or Powershell)
|
|
```bat
|
|
cd engine-x\
|
|
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
|
|
```
|
|
|
|
#### Android
|
|
1. Install Android Studio 4.0+
|
|
2. When first start Android Studio, It will guide you to install sdk and other tools, just install them
|
|
3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
|
|
4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose follow tools and click the button ```Apply``` to install them:
|
|
* Android SDK Platform 29 r5
|
|
* Android SDK Build-Tools 29.0.2
|
|
* NDK r16b+
|
|
* CMake 3.10+
|
|
5. Waiting for ```Gradle sync``` finish.
|
|
6. Remark: If you use non-sdk provided CMake edition, you need download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory
|
|
|
|
#### iOS
|
|
1. Ensure xcode11+ & [cmake3.14+](https://github.com/Kitware/CMake/releases) installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install```
|
|
2. Execute follow command
|
|
```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
|
|
3. Generate xcode project
|
|
```sh
|
|
# for any device
|
|
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
|
|
|
|
# for device combined armv7,arm64
|
|
# 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_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
|
```
|
|
4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
|
|
5. 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
|