mirror of https://github.com/axmolengine/axmol.git
101 lines
4.6 KiB
Markdown
101 lines
4.6 KiB
Markdown
# EGNX
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[![Build Status](https://travis-ci.com/c4games/engine-x.svg?branch=master)](https://travis-ci.com/c4games/engine-x)
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[![Windows Build Status](https://ci.appveyor.com/api/projects/status/4936wev2r2ot606s/branch/master?svg=true)](https://ci.appveyor.com/project/halx99/engine-x)
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**This is another more radical fork of ```cocos2d-x v4```, use opanal for all platforms, single texture multi gpu texture handler, c++14/17...**
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**[简体中文](README_CN.md)**
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### Purpose Summary:
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* C++14/17
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* Forcus on native game dev only
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* Fix bugs ASAP
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* Review PR ASAP
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* Excellent PRs from any guys are welcome, we will review & merge ASAP
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### Highlight Features:
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* Refactor AudioEngine, OpenAL for all platforms
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* [mojoal](https://www.icculus.org/mojoAL), pass -DCC_USE_MOJOAL=ON to cmake to force enable it
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* [openal-soft](https://github.com/kcat/openal-soft), pass -DCC_USE_ALSOFT=ON to cmake to force enable it
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* [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```CC_USE_MOJOAL``` and ```CC_USE_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still avaiable.
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* Refactor UserDefault with [mio](https://github.com/mandreyel/mio), very fast
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* Modularize all optional extension, all move from engine core to folder extensions
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* Implement all .wav formats supported by ```openal-soft```, such as MS-ADPCM, ADPCM...
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* Use modern gl loader ```glad``` to instead glew
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* Add google angle renderer backend support
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* Set default C++ standard to 14
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* Set min deploy target ios sdk to 9.0
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* Remove tinyxml2, use more fast pugixml instead
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* Use curl for HttpClient,Downloader on all platforms
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* Use SAX parser for all plist file, remove apple platform spec for getValueMapFromFile stubs
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* Spine-3.8 support
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* Add engine extension ```FairyGUI``` support
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### [Roadmap](https://github.com/c4games/engine-x/issues/1)
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### Quick Start
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#### Common Requirement [python](https://www.python.org/downloads/)
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* python-2.7.17+, python-3.7+ also works
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#### Windows
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1. Install [CMake](https://cmake.org/) 3.6+
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2. Install Visual Studio 2019 build(we strong recommand you install this version)
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3. Execute follow command at command line(Console, Window Terminal or Powershell)
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```bat
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cd engine-x\
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cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
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```
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#### Android
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1. Install Android Studio 3.5.3+
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2. When first start Android Studio, It will guide you to install sdk and other tools, just install them
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3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
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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:
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* Android SDK Platform 28 r3
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* Android SDK Build-Tools 28.0.3
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* NDK r16b+
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* CMake 3.6
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5. Waiting for ```Gradle sync``` finish.
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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
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#### iOS
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1. Ensure xcode11+ installed
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2. Install brew: ```/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"```
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when finish, install follow tools:
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```sh
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brew update
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brew install git
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brew install cmake
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brew install autoconf
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brew install automake
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brew install libtool
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```
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3. Execute follow command
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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4. Generate xcode project
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```sh
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mkdir engine-x/build
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cd engine-x/build
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cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
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# for simulator64
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# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
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# for (armv7, armv7s, arm64)
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# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS -DENABLE_ARC=0 -DENABLE_BITCODE=0
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# for device 64
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# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
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```
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5. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
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### Pitfalls
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* ThreadLocalStorage(TLS)
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- ios x86 simulator ios>=10
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- ios x64 or devices(armv7,arm64) ios sdk>=9.0
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- the openal-soft maintained by kcat use TLS
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### Reference links
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* engine-x-3rd: https://github.com/c4games/engine-x-3rd
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* official v4: https://github.com/cocos2d/cocos2d-x
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