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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Valid value of AX_GLES_PROFILE: 0, 200, 300

By default, the AX_GLES_PROFILE is:

- android: 200, allow axmol apps runs on: API 17 Android 4.2+ devices
- winuwp: 300
- Win32/linux/osx/ios/tvos: 0

For ios/tvos, will forcing AX_GLES_PROFILE to 300 if AX_GLES_PROFILE not 0
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README.md

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Axmol Engine

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

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⚠️⚠️⚠️ NOTICE ⚠️⚠️⚠️

This branch still at an early develop phase, and the main goals is:

  • OpenGL3/GLES3 support
  • The GLES2 support was dropped
  • Mesh instancing draw support
  • Use glslcc as shader workflow, write shader by ESSL310, build to target platforms: MSL for Apple(macOS/iOS/tvOS), ESSL300 for Android, ANGLE, GLSL330 for Desktop GL
  • Improve ProgramManager for loading custom shader program more easy
  • Improve text rendering, SDF outline support
  • Improve FileStream, handle large 4GB+ files
  • Many other improvements: refer to #1279

简体中文

Supported Platforms

Build Status (github)
Windows(win32,winuwp,win32-clang) Win32 CI
Android Android Build Status
iOS iOS Build Status
tvOS tvOS Build Status
Linux Linux Build Status
macOS macOS Build Status

Renderer Backends

  • OpenGL 3.3+ for Linux, macOS and Win32
  • OpenGL ES 2.0+ for Android and iOS
  • Metal for macOS and iOS
  • ANGLE ES 3.0+ for Win32 and UWP

New MediaPlayer

The new ui::MediaPlayer(renamed from ui::VideoPlayer) render video as Texture2D with designed corss-platform MediaEngine, the MediaEngine inspired from microsoft media foundation IMFMediaEngine, the MediaPlayer support all platforms which axmol engine does.

Target Platform Video Compress Format Video Pixel Format Container Format Backend
Windows Desktop H264, HEVC, VP90 YUY2, NV12, RGB32 .mp4,.mkv,.webm IMFMediaSession
Windows UWP H264, HEVC, VP90 BGR32 .mp4,.mkv,.webm IMFMediaEngine
Apple macOS H264, HEVC(hvc1) NV12, BGR32 .mp4 AVFoundation
Apple tvOS H264, HEVC(hvc1) NV12, BGR32 .mp4 AVFoundation
Apple iOS H264, HEVC(hvc1) NV12, BGR32 .mp4 AVFoundation
Android H264, HEVC NV12 .mp4,.mkv,.webm ExoPlayer2
Linux H264, HEVC NV12 .mp4,.mkv,.webm libVLC

Building

View the Dev setup instructions.

Highlighted Features

  • Windows UWP support, refer to: https://github.com/axmolengine/axmol/pull/1108
  • Add apple M1, android x64 support, contributed by @pietpukkel
  • Improve windows workflow, support linking with engine prebuilt libs, read windows workflow guide
  • Windows video player support (based on microsoft media foundation)
  • Windows x64 build support
  • Reimplement HttpClient based on yasio for concurrent http requests processing.
  • 'Upstream-Version-License' Third-party
    • Third-party license overview for easier publishing of your commercial apps based on axmol framework.
    • Some links to third party libs which support axmol too.
  • 'Upstream-Version-License' Extensions
    • Extensions license overview for easier publishing of your commercial apps based on axmol framework.
    • Spine-3.8 support
    • FairyGUI support
    • DragonBones support
    • Live2D support
    • ImGui integrated, easy to write game embedded tools, very easy to use, read ImGui for more info
  • Refactor AudioEngine, OpenAL for all platforms
    • OpenAL Soft, pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
    • OpenAL.framework, if no AX_USE_ALSOFT option specified, cmake script will choose it on osx/ios/tvos, even though it was marked as deprecated, but still available.
  • Refactor UserDefault with mio
  • Modularize all optional extensions, move from engine core folder to an extensions folder
  • Implement all .wav formats supported by OpenAL Soft, such as MS-ADPCM, ADPCM, ...
  • Use a modern GL loader Glad
  • Google angle renderer backend support
  • C++ 17/20
  • IOS/TVOS SDK 9.0 as minimal deployment
  • Use fast pugixml
  • Use curl for transferring data with URL syntax
  • Use SAX parser for all plist files
  • ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used)
  • ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used)
  • Supported 2D physics engines (see also APPENDIX.md):
    • Box2D
    • Box2D-optimized
    • Chipmunk2D
  • Supported 3D physics engines:
    • Bullet Physics SDK

Read Full changes since cocos2d-x-4.0

Open APPENDIX.md for additional information and see Milestones for planed features too.

The axmol Active Stats

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