axmol/README.md

137 lines
5.4 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# engine-v5
[![Build Status](https://travis-ci.com/c4games/engine-v5.svg?branch=master)](https://travis-ci.com/c4games/engine-v5)
[![Windows Build Status](https://ci.appveyor.com/api/projects/status/lk8nd0l5qppp3mqi/branch/master?svg=true)](https://ci.appveyor.com/project/halx99/engine-v5)
This is another more radical fork of cocos2d-x game engine, use opanal for all platforms, single texture multi gpu texture handler, c++17...
The readme of cocos2d-x v4: https://github.com/simdsoft/engine-v5/blob/master/README.ccv4.md
### Goals summary:
1. C++17
2. forcus on native game dev only
3. Remove unnecessary sources
4. build engine as static or dynamic library support
5. If you have any other excellent goals, welcome
6. Excellent PRs from any guys are welcome, I will review & merge ASAP
### preprocessors notes:
```txt
CC_STATIC
_USRDLL
_USEGUIDLL
_USREXDLL
_EXPORT_DLL_
_USRSTUDIODLL
_USRSTUDIOPDLL
```
### Refactor core & extensions libs
- [ ] engine-v5-core.dll(node tree, multi-renderer-backends, filesystem, audio, platform spec, and other):
- [x] 1. Refactor audio engine, OpenAL for all platforms.
- [x] 2. Remove SimpleAudio
- [ ] 3. Remove offthread file operation
- [x] 4. Remove getSutiableFOpen, avoid reduce performance, there is another better solution for support: ```just doesn't convert path to utf-8 in FileUtils manually implementation```
- [x] 5. Refactor CCDownloader, curl for all platforms, don't use scheduler to retrive progress info, make it more reuseable
- [ ] 7. Refactor engine-v5-deps, all compile as vs2019 MSVC 19.22.27905.0
- [x] 8. minizip-1.2.0
- [x] 9. ccMessageBox
- [x] 10. BMP support with stb_image
- [x] 11. Remove unused libuv
- [ ] 12. Reorder child support
- [x] 13. Remove tinyxml2 dep, use pugixml instead
- [x] 14. Use xsxml for SAX parser only
- [x] 15. Multi meta textures v1.0
- [x] 16. ProgramStateRegistry
- [ ] 17. Optimize CCFileUtils
- [ ] 18. ANGLE support.
- [x] 19. Use curl for HttpClient all platforms
- [ ] 20. AES encrypt system
- [x] 21. Remove xxtea
- [x] 22. Remove rapidxml dep
- [x] 23. fix etc1 alpha test case, content size incorrect
- [ ] 24. Since getSuitableFopen removed, don't convert to utf-8 for win32, or in the future, windows 10 will support utf-8 file path, such as: For Chinese system language users:
在 控制面板-区域-更改系统区域设置 中
勾选 Beta版使用 Unicode UTF=8 提供全球语言支持(U) 选项
- [ ] XX1. Cache ProgramState or use object_pool
- [ ] XX2. Remove socket.io websockets, use yasio for socket connection solution
- [ ] XX3. Fully streaming play for all media file: .mp4, .mp3, .ogg, .wav
- [ ] XX4. Streaming load for .ttf with freetype2
- [x] XX5. Remove CCB(already removed in v4)
- [ ] XX6. Sync 3rd bin
- [ ] XX7. Purely offthread load texture, use shared gl context
- [ ] XX8. Use git submodule to manage 3rd libs.
- [ ] Upgrade 3rd stubs to latest stable edition for all platforms
- [ ] zlib to 1.2.11
--------------------------------------------------------------------------
- [ ] engine-v5.ui.dll: The original v3-ui framework may remove in the future
- [ ] engine-v5.ext.lib: old GUI ui(could be remove), physics-nodes, pu3d
- [ ] engine-v5.dragonbones.lib
- [ ] engine-v5.ccs20.dll: x-studio
- [ ] engine-v5.ccs21.dll: x-studio
- [ ] engine-v5.xs.dll: x-studio
- [ ] engine-v5.spine.lib
----------------------------------------------------------------------------
- [ ] engine-v5-lua.lib:
- [x] Lua53 compat
- [ ] make lua test works well
- [ ] Remvoe luasocket, use yasio for socket connection solution
---------------------------------------------------------------------------
!!! Custom APK support, don't compress .mp4, .mp3, .ogg, .wav, .ttf
---------------------------------------------------------------------------
!!!! future of future:
- [ ] Use sol2 for binding framework instead tolua++
- [ ] Use bgfx for multi renderer backend support
### 快速开始
#### windows
安装CMake要求3.6以上<br>
根据安装的 Visual Studio 版本,执行下面的命令,解决方案就生成在 build 目录下了。<br>
打开cpp-tests.sln编译运行。<br>
```
cd engine-v5\tests\cpp-tests
cmake -S .\ -B .\build -G “Visual Studio 14 2015 Win32”
or
cmake -S .\ -B .\build -G “Visual Studio 16 2019” -A Win32
```
#### android
安装 Android Studio (推荐3.5.3),打开 SDKManager安装下列工具。<br>
打开project目录在engine-v5\tests\cpp-tests\proj.android<br>
等待Gradle sync完成后Build APKs安装运行<br>
```
LLDB 推荐3.1
CMake 推荐 3.10.2
NDK 推荐 20.1
```
#### ios
确保最新版xcode已安装
安装brew: ```/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"```
brew安装完成后确保如下工具安装:
```sh
brew update
brew install git
brew install cmake
brew install autoconf
brew install automake
brew install libtool
```
执行如下命令确保cmake能成功生成xcode工程:
```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
生成xcode工程, 进入engine-v5根目录执行如下命令:
```sh
mkdir build
cd build
cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
```
之后就可以用xcode打开, 选择cpp-tests编译运行其他targets目前均无法编译或运行