Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
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README.md

engine-x

Build Status Windows Build Status

This is another more radical fork of cocos2d-x v4, use opanal for all platforms, single texture multi gpu texture handler, c++14/17...

简体中文

Goals summary:

  1. C++14/17
  2. forcus on native game dev only
  3. Remove unnecessary sources
  4. Fix bugs ASAP
  5. Review PR ASAP
  6. If you have any other excellent goals, welcome
  7. Excellent PRs from any guys are welcome, I will review & merge ASAP

Roadmap

Quick Start

Windows

  1. Install CMake 3.6+
  2. Install Visual Studio 2019 build(we strong recommand you install this version)
  3. 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

  1. Install Android Studio 3.5.3+

  2. Start Android and choose [Open an existing Android Studio Project] to open engine-x\tests\cpp-tests\proj.android

  3. Start Android Studio and Open [Tools][SDKManager] and install sdk tools:
    LLDB 3.1+
    CMake 3.10.2+
    NDK 20.1+

  4. Waiting for Gradle sync finish.

  5. Remark: If missing Ninja, could be download from https://github.com/ninja-build/ninja/releases, then copy Ninja.exe to Cmake's bin directory

iOS

  1. Ensure xcode11+ installed
  2. 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 cmake
    brew install autoconf
    brew install automake
    brew install libtool
  1. Execute follow command
    sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
  2. Generate xcode project
  mkdir engine-x/build
  cd engine-x/build
  cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
  # for simulator64
  # cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
  # for (armv7, armv7s, arm64)
  # cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS -DENABLE_ARC=0 -DENABLE_BITCODE=0
  # for device 64
  # cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
  1. After cmake generate finish, you can open xcode project at build folder and run cpp-tests or other test targets.

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