axmol/docs/RELEASE_NOTES.md

297 lines
9.1 KiB
Markdown

# cocos2d-x v3.6 Release Notes #
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
- [Misc Information](#misc-information)
- [Requirements](#requirements)
- [Runtime Requirements](#runtime-requirements)
- [Compiler Requirements](#compiler-requirements)
- [How to run tests](#how-to-run-tests)
- [Mac OSX & iOS](#mac-osx-&-ios)
- [Android](#android)
- [Windows](#windows)
- [Linux](#linux)
- [How to start a new game](#how-to-start-a-new-game)
- [v3.6beta0](#v36beta0)
- [Highlights of v3.6beta0](#highlights-of-v36beta0)
- [v3.6alpha0](#v36alpha0)
- [Highlights of v3.6alpha0](#highlights-of-v36alpha0)
- [Features in detail](#features-in-detail-1)
- [3D TextureCube](#3d-texturecube)
- [3D Skybox](#3d-skybox)
- [3D Terrain](#3d-terrain)
- [Animate3D Quality Control](#animate3d-quality-control)
- [LuaJit ARM64](#luajit-arm64)
- [Button memory usage optimization](#button-memory-usage-optimization)
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
# Misc Information
* [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
* v3.0 Release Notes can be found here: [v3.0 Release Notes](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md)
# Requirements
## Runtime Requirements
* Android 2.3 or newer
* iOS 5.0 or newer
* OS X 10.7 or newer
* Windows 7 or newer
* Windows Phone 8 or newer
* Linux Ubuntu 14.04 or newer
## Compiler Requirements
* Xcode 5.1 or newer for iOS or Mac
* gcc 4.9 or newer for Linux
* ndk-r10c for Android
* Visual Studio 2012 or newer for Windows (win32)
* Visual Studio 2012 or newer for Windows Phone 8
## How to run tests
### Mac OSX & iOS
* Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj`
* Select `iOS` or `OS X` target in scheme toolbar
* Click `run` button
### Android
You can run the samples...
**Using command line:**
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
**Using Eclipse:**
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
Then
* Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android`
* Import `cpp-empty-test` Android project into Eclipse, the path used to import is `tests/cpp-empty-test/proj.android`
* Build `cpp-empty-test` Android project and run
### Windows
* Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln`
* Select `cpp-empty-test` as running target
* Click run button
### Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
Run
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
## How to start a new game
Please refer to this document: [ReadMe](../README.md)
# v3.6beta0
## Hilights of v3.6beta0
* 3rd: updated Spine runtime to v2.1.25
* MotionStreak: added `getStroke()` and `setStroke()`
* Rect: added `intersectsCircle()`
* UI:Text: added `disableEffect(LabelEffect)` to disable a specific effect
* Fixed link error on VS2012 caused by libpng
* Optimized memory usage for `ui:button`
* Some bugs fixed for `Particle3D` and other modules
# v3.6alpha0
## Highlights of v3.6alpha0
* 3D: added skybox support
* 3D: added terrian support
* uses luajit v2.1-20150331 on 64-bit iOS devices
* added test automation support for cpp-tests
* 3rd: updated libcurl to v7.4 on all supported platforms except WP8/WP8.1 universal
* 3rd: updated chipmunk to v6.2.2
* 3rd: updated openssl to v1.0.11
* 3rd: updated freetype to v2.5.5
* 3rd: updated png to v1.6.16 on all supported platforms except WP8/WP8.1 universal because it is not needed on these two platforms
* ui: button memory usage optimization
## Features in detail
### 3D TextureCube
TextureCube is useful for skybox and environment mapping. It uses 6 faces of a cube as map shape, and 6 pictures are projected onto the sides of a cube and stored as six square textures.
#### TexturesCube usage
```c++
auto texturecube = TextureCube::create("left.jpg", "right.jpg", "top.jpg", "bottom.jpg","front.jpg", "back.jpg");
//set texture parameters
Texture2D::TexParams tRepeatParams;
tRepeatParams.magFilter = GL_NEAREST;
tRepeatParams.minFilter = GL_NEAREST;
tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
texturecube->setTexParameters(tRepeatParams);
//create a GLProgramState using custom shader
auto shader = GLProgram::createWithFilenames("cube_map.vert", "cube_map.frag");
auto state = GLProgramState::create(shader);
// pass the texture sampler to our custom shader, state is a pointer of GLProgramState, u_cubeTex is a uniform in shader
state->setUniformTexture("u_cubeTex", texturecube);
```
Then the shader cube_map.frag can be something like this,
```c++
varying vec3 v_reflect; //reflect direction
uniform samplerCube u_cubeTex;
void main(void)
{
gl_FragColor = textureCube(u_cubeTex, v_reflect); //sample the color of reflection direction
}
```
For more information please refer to cpp-tests/Sprite3DTest/Sprite3DCubeMapTest.
### 3D Skybox
Skybox is a common component in 3D game. It is based on TextureCube.
Usage of skybox
```c++
// create a texture cube
auto textureCube = TextureCube::create("left.jpg", "right.jpg","top.jpg", "bottom.jpg","front.jpg", "back.jpg");
//create a skybox
auto skyBox = Skybox::create();
skyBox->retain();
//set cube texture to the skybox
skyBox->setTexture(textureCube);
addChild(_skyBox);
```
For more information please refer to cpp-tests/Sprite3DTest/Sprite3DCubeMapTest.
### 3D Terrain
Terrain is an important component in 3D game. A texture is used to stand for the height map. And up to 4 textures can be used to blend the details of the terrain, grass, road, and so on.
Usage of terrain
```c++
//blended layers
Terrain::DetailMap dirt("TerrainTest/dirt.jpg"), grass("TerrainTest/Grass2.jpg"), road("TerrainTest/road.jpg"), green("TerrainTest/GreenSkin.jpg");
//height map, alpha map (blend weight), and blended layers
Terrain::TerrainData data("TerrainTest/heightmap16.jpg", "TerrainTest/alphamap.png", dirt, grass, road, green);
//create terrain here
_terrain = Terrain::create(data,Terrain::CrackFixedType::SKIRT);
//set lod distance
_terrain->setLODDistance(3.2,6.4,9.6);
//it must be less than 5
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
```
For more information please refer to cpp-tests/Sprite3DTest/TerrainTest.
### Animate3D Quality Control
In order to make `Animate3D` run fast, you can use low quality animation.
```c++
std::string fileName = "Sprite3DTest/orc.c3b";
auto sprite = Sprite3D::create(fileName);
addChild(sprite);
auto animation = Animation3D::create(fileName);
if (animation)
{
auto animate = Animate3D::create(animation);
//use low quality animation
animate->setHighQuality(false);
sprite->runAction(RepeatForever::create(animate));
}
```
The animation quality is also configurable in config.plist, the key is cocos2d.x.3d.animate_high_quality. All the created `Animate3D` base on this key if exist. You can modify it using the above method.
### luajit arm64
The version of the luajit is [v2.1-20150331](https://github.com/openresty/luajit2/releases). We have consulted the author of luajit, he said it was stability enough to be used. We will update to v2.1 when it is released.
Using luajit arm64 version is that because it can improve the performance. In previous versions of cocos2d-x, it uses lua on iOS 64-bit devices.
Bytecode of luajit and luajit arm64 are not compatible, which means you can not use one version of bytecode on iOS 32-bit devices and iOS 64-bit devices.
As there is not mandatory requirement of having arm64 bit bin on Android, so we don't use luajit arm64 on Android as its bytecode is not compatible with luajit arm32.
### Button memory usage optimization
Now the title label of Button is created on demand. A Button without title won't
create an extra empty label.
And we have also removed some redundant string variables in Button's header file.
We use Cpp-Empty-Test to verify this optimization.
Here is the test code:
```
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
int num = 100;
for (int i=0; i < num; ++i)
{
auto button = ui::Button::create("ClosedNormal.png",
"ClosedSelected.png");
button->setPosition(origin + visibleSize/2);
this->addChild(button);
}
```
And here is the result:
#### On iOS platform
|Num of buttons|100 | 200 | 500| 1000|
|-----|-----|-----|-----|-----|
|Before optimization | 61M | 61.9M | 67.1M | 72.2M|
|After optimization |60.7M| 61.1M | 66M | 67.9M|
#### On Mac platform
|Num of buttons|100 | 200 | 500| 1000|
|-----|-----|-----|-----|-----|
|Before optimization |26.8M | 27.1M| 33.2M| 35.4M|
|After optimization |25.1M|25.9M|28M|32.4M|