mirror of https://github.com/axmolengine/axmol.git
121 lines
7.7 KiB
Markdown
121 lines
7.7 KiB
Markdown
<p align="center"><a href="https://axmolengine.github.io/axmol" target="_blank" rel="noopener noreferrer"><img width="160" src="docs/logo.png" alt="axmol logo"></a></p>
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# Axmol Engine
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## A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A fork of Cocos2d-x-4.0)
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[![dev](https://img.shields.io/github/v/release/axmolengine/axmol?include_prereleases&label=release)](https://github.com/axmolengine/axmol/releases)
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[![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/axmolengine/axmol/blob/master/LICENSE)
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[![Codacy Badge](https://app.codacy.com/project/badge/Grade/81fa1aba09ab41a98b949064b928d06e)](https://www.codacy.com/gh/axmolengine/axmol/dashboard?utm_source=github.com&utm_medium=referral&utm_content=axmolengine/axmol&utm_campaign=Badge_Grade)
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[![cxxstd](https://img.shields.io/badge/cxxstd-c++20-8A2BE2.svg)](https://github.com/axmolengine/axmol)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/axmolengine/axmol/pulls)
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[![Discord](https://img.shields.io/discord/1099599084895088670?label=discord)](https://discord.com/channels/1099599084895088670)
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![issues](https://img.shields.io/github/issues/axmolengine/axmol?style=plastic)
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![forks](https://img.shields.io/github/forks/axmolengine/axmol?style=plastic)
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![stars](https://img.shields.io/github/stars/axmolengine/axmol?style=plastic)
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![GitHub code size in bytes](https://img.shields.io/github/languages/code-size/axmolengine/axmol?style=plastic)
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**[简体中文](README_CN.md)**
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## Supported Platforms
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| Build | Status (github) |
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|-------|-----------------|
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| Windows(win32,winuwp,win32-clang)|[![Win32 CI](https://github.com/axmolengine/axmol/actions/workflows/windows.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/windows.yml)|
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| Android | [![Android Build Status](https://github.com/axmolengine/axmol/workflows/android/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aandroid)|
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| iOS |[![iOS Build Status](https://github.com/axmolengine/axmol/workflows/ios/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aios)|
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| tvOS |[![tvOS Build Status](https://github.com/axmolengine/axmol/workflows/tvos/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Atvos)|
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| Linux |[![Linux Build Status](https://github.com/axmolengine/axmol/workflows/linux/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Alinux)|
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| macOS |[![macOS Build Status](https://github.com/axmolengine/axmol/workflows/osx/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aosx)|
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| WASM(experimental) |[![WASM Build Status](https://ci.appveyor.com/api/projects/status/4slq965fwhbaidnc?svg=true&passingText=wasm%20-%20passing)](https://ci.appveyor.com/project/halx99/axmol)|
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## Building
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View the [Dev setup instructions](docs/DevSetup.md).
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## Axmol WebAssembly preview
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https://axmol.netlify.app/
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## Renderer Backends
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- Metal for macOS and iOS
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- OpenGL 3.3+ for Linux, macOS and Win32
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- OpenGL ES 2.0+ for Android
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- OpenGL ES 3.0+ for iOS
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- ANGLE GLES 3.0+ for Win32 and UWP
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- WebGL 2.0(OpenGL ES 3.0): WASM (experimental)
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## New MediaPlayer
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The new `ui::MediaPlayer`(renamed from `ui::VideoPlayer`) render video as Texture2D with designed corss-platform MediaEngine, the MediaEngine inspired from microsoft
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media foundation `IMFMediaEngine`, the `MediaPlayer` support all native platforms.
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| Target Platform | Video Compress Format | Video Pixel Format | Container Format | Backend |
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|-----------------------|-----------------------|----------------------|----------------- |--------------------|
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| Windows Desktop | H264, HEVC, VP90 | YUY2, NV12, RGB32 | .mp4,.mkv,.webm | IMFMediaSession |
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| Windows UWP | H264, HEVC, VP90 | BGR32 | .mp4,.mkv,.webm | IMFMediaEngine |
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| Apple macOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
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| Apple tvOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
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| Apple iOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
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| Android | H264, HEVC | NV12 | .mp4,.mkv,.webm | ExoPlayer2 |
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| Linux | H264, HEVC | NV12 | .mp4,.mkv,.webm | libVLC |
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| WASM | NA | NA | NA | NA |
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## Highlighted Features
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- WebAssembly support(experimental) by @nowasm
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- Windows UWP support, refer to: https://github.com/axmolengine/axmol/pull/1108
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- Add apple M1, android x64 support, contributed by @pietpukkel
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- Improve windows workflow, support linking with engine prebuilt libs, read [windows workflow guide](https://github.com/axmolengine/axmol/issues/564)
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- Windows video player support (based on microsoft media foundation)
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- Windows x64 build support
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- Reimplement HttpClient based on yasio for concurrent http requests processing.
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- ['Upstream-Version-License'](thirdparty/README.md) Third-party
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- Third-party license overview for easier publishing of your commercial apps based on axmol framework.
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- Some links to third party libs which support axmol too.
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- ['Upstream-Version-License'](extensions/README.md) Extensions
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- Extensions license overview for easier publishing of your commercial apps based on axmol framework.
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- Spine support
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- ```FairyGUI``` support
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- DragonBones support
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- Live2D support
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- **ImGui integrated, easy to write game embedded tools, very easy to use, read [ImGui](extensions/ImGui/README.md) for more info**
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- Refactor AudioEngine, OpenAL for all platforms
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- [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
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- [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```AX_USE_ALSOFT``` option specified, cmake script will choose it on osx/ios/tvos, even though it was marked as deprecated, but still available.
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- Refactor UserDefault with [mio](https://github.com/mandreyel/mio)
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- Modularize all optional extensions, move from engine core folder to an extensions folder
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- Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
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- Use a modern GL loader ```Glad```
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- Google [angle](https://github.com/google/angle) renderer backend support
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- IOS/TVOS SDK 11.0 as minimal deployment
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- Use fast pugixml
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- Use [curl](https://github.com/curl/curl) for transferring data with URL syntax
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- Use SAX parser for all plist files
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- ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used)
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- ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used)
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- Supported 2D physics engines (see also [APPENDIX.md](APPENDIX.md)):
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- Box2D
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- Box2D-optimized
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- Chipmunk2D
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- Supported 3D physics engines:
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- Bullet Physics SDK
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[Read Full changes since cocos2d-x-4.0](CHANGELOG.md)
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Open [APPENDIX.md](APPENDIX.md) for additional information and see [Milestones](https://github.com/axmolengine/axmol/milestones) for planed features too.
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## Reference links
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- [build1k](https://github.com/axmolengine/build1k), the axmol prebuilt build-bot
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- [axmolengine/glslcc](https://github.com/axmolengine/glslcc), a fork of glslcc for axmol new shader workflow tool
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- [Interesting related](https://github.com/axmolengine/axmol/discussions/694)
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- [Axmols contributing guide](https://github.com/axmolengine/axmol/discussions/411)
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- [Official Cocos2d-x](https://github.com/cocos2d/cocos2d-x)
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## The axmol Active Stats
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![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")
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