Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
Go to file
halx99 a189fb0613 Update README_CN.md 2020-11-19 23:38:05 +08:00
.github/workflows CI don't needs download deps manually [ci build] 2020-11-16 16:02:47 +08:00
cmake Since we don't support ios x86 simulator yet, set ios default min deployment target to 9.0 is ok 2020-11-15 21:46:24 -08:00
cocos Refine jni param types 2020-11-18 18:19:14 +08:00
docs Sync folder for binding generator config 2020-11-01 20:18:50 +08:00
extensions Fix manifest version greater check 2020-11-18 20:43:49 +02:00
templates Remove unnecessary targets for cpp template 2020-11-18 18:35:00 +08:00
tests Rollback gradle plugin version 4.0.1, since there is no benefit upgrade to 4.1.0 2020-11-12 22:50:38 +08:00
tools CI don't needs download deps manually [ci build] 2020-11-16 16:02:47 +08:00
.appveyor.yml Merge: f36866a99b 313a2ac09b 2020-08-27 17:37:49 +08:00
.gitattributes Init Commit 2019-11-23 20:27:39 +08:00
.gitignore Add missing .a files [ci build] 2020-11-16 16:20:21 +08:00
.travis.yml Use pyenv manage python version for travis-ci (#229) 2020-10-07 22:45:05 +08:00
AUTHORS Init Commit 2019-11-23 20:27:39 +08:00
CHANGELOG Init Commit 2019-11-23 20:27:39 +08:00
CMakeLists.txt Lock name 2020-10-24 21:57:36 +08:00
CONTRIBUTING.md Init Commit 2019-11-23 20:27:39 +08:00
LICENSE Create LICENSE 2020-08-18 09:21:36 +08:00
README.md Update README.md 2020-11-19 23:37:19 +08:00
README_CN.md Update README_CN.md 2020-11-19 23:38:05 +08:00
install-deps-linux.sh fix command 2020-10-24 10:47:07 +08:00
issue_template.md Init Commit 2019-11-23 20:27:39 +08:00
setup.py Lock name 2020-10-24 21:57:36 +08:00

README.md

Engine-x

dev LICENSE

Android Build Status iOS Build Status Windows Build Status Linux Build Status macOS Build Status

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

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 (instead of glew)
  • 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

  1. Enter engine-x root directory
  2. Run python setup.py, restart console after finish

Windows

  1. Install CMake 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)
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+ 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
  # 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
  1. After cmake generate finish, you can open xcode project at build folder and run cpp-tests or other test targets.
  2. 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