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README.md
EGNX
This is another more radical fork of cocos2d-x v4
, use OpneAL for all platforms, single texture multi GPU texture handler, C++14/17 etc.
Purpose Summary:
- C++14/17
- Focus on native game dev
- Bugfixes ASAP
- Review/Merge PR ASAP
- Excellent PRs from you are welcome.
Highlight Features:
- 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, very fast
- Modularize all optional extension, all 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
to instead glew - Add google angle renderer backend support
- C++14 standard
- IOS SDK 9.0 as minimal deployment
- Use fast pugixml instead of tinyxml2
- Using curl for transferring data with URL syntax
- Use SAX parser for all plist file, remove apple platform spec for getValueMapFromFile stubs
- Spine-3.8 support
- Add engine extension
FairyGUI
support
Roadmap
Quick Start
Common Requirement python
- python-2.7.17+, python-3.7+ also works
Windows
- Install CMake 3.6+
- Install Visual Studio 2019 build(we strong recommend 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 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 28 r3
- Android SDK Build-Tools 29.0.2
- NDK r16b+
- CMake 3.6
-
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+ & cmake3.6+ 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 autoconf
brew install automake
brew install libtool
- Execute follow command
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
- Generate xcode project
# for device arm64
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
-
After cmake generate finish, you can open xcode project at
build
folder and run cpp-tests or other test targets. -
Notes
a. The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved
b. EGNX only provide armv7,arm64,x86_64 prebuilt libraries for ios
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