mirror of https://github.com/axmolengine/axmol.git
231 lines
14 KiB
Markdown
231 lines
14 KiB
Markdown
<p align="center"><a href="https://axmolengine.github.io/axmol" target="_blank" rel="noopener noreferrer"><img width="160" src="docs/logo.png" alt="axmol logo"></a></p>
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# Axmol Engine
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## A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
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[![dev](https://img.shields.io/github/v/release/axmolengine/axmol?include_prereleases&label=release)](https://github.com/axmolengine/axmol/releases)
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[![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/axmolengine/axmol/blob/master/LICENSE)
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[![Codacy Badge](https://app.codacy.com/project/badge/Grade/81fa1aba09ab41a98b949064b928d06e)](https://www.codacy.com/gh/axmolengine/axmol/dashboard?utm_source=github.com&utm_medium=referral&utm_content=axmolengine/axmol&utm_campaign=Badge_Grade)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/axmolengine/axmol/pulls)
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![issues](https://img.shields.io/github/issues/axmolengine/axmol?style=plastic)
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![forks](https://img.shields.io/github/forks/axmolengine/axmol?style=plastic)
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![stars](https://img.shields.io/github/stars/axmolengine/axmol?style=plastic)
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![GitHub code size in bytes](https://img.shields.io/github/languages/code-size/axmolengine/axmol?style=plastic)
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**[简体中文](README_CN.md)**
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## Supported Platforms
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| Build | Status (github) |
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|-------|-----------------|
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| Windows Desktop|[![Win32 CI](https://github.com/axmolengine/axmol/actions/workflows/windows.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/windows.yml)|
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| Windows Desktop(Clang)|[![Win32 CI](https://github.com/axmolengine/axmol/actions/workflows/windows-clang.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/windows-clang.yml)|
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| Windows UWP|[![Win32 CI](https://github.com/axmolengine/axmol/actions/workflows/winuwp.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/winuwp.yml)|
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| Android | [![Android Build Status](https://github.com/axmolengine/axmol/workflows/android/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aandroid)|
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| iOS |[![iOS Build Status](https://github.com/axmolengine/axmol/workflows/ios/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aios)|
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| tvOS |[![tvOS Build Status](https://github.com/axmolengine/axmol/workflows/tvos/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Atvos)|
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| Linux |[![Linux Build Status](https://github.com/axmolengine/axmol/workflows/linux/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Alinux)|
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| macOS |[![macOS Build Status](https://github.com/axmolengine/axmol/workflows/osx/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aosx)|
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## Reimplemented VideoPlayer(VideoTexture) based on Redesigned MediaEngine
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| Platform | MediaEngine | Video Compress Format | Video Pixel Format | Backend |
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|-----------------------|-------------------|-----------------------|----------------------|--------------------|
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| Windows Desktop | complete | H264, HEVC, VP90 | YUY2, NV12, RGB32 | IMFMediaSession |
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| Windows UWP | complete | H264, HEVC, VP90 | BGR32 | IMFMediaEngine |
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| Apple macOS | complete | H264, HEVC(hvc1) | NV12, BGR32 | AVFoundation |
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| Apple tvOS | complete | H264, HEVC(hvc1) | NV12, BGR32 | AVFoundation |
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| Apple iOS | in progress | H264, HEVC(hvc1) | NV12, BGR32 | AVFoundation |
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| Android | planned | H264 | RGB32 | |
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### View code with vscode online
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- [![github1s](https://img.shields.io/badge/github1s-green.svg)](https://github1s.com/axmolengine/axmol)
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- [![vscode.dev](https://img.shields.io/badge/vscode.dev-green.svg)](https://vscode.dev/github/axmolengine/axmol)
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### Thirdparty
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- All thirdparty prebuilt libs are built from <https://github.com/axmolengine/buildware> via github actions automatically.
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### Highlighted Features
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- Windows UWP support, refer to: https://github.com/axmolengine/axmol/pull/1108
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- Add apple M1, android x64 support, contributed by @pietpukkel
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- Improve windows workflow, support linking with engine prebuilt libs, read [windows workflow guide](https://github.com/axmolengine/axmol/issues/564)
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- Windows video player support (based on microsoft media foundation)
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- Windows x64 build support
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- Reimplement HttpClient based on yasio for concorrent http requests processing.
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- ['Upstream-Version-License'](thirdparty/README.md) Third-party
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- Third-party license overview for easier publishing of your commercial apps based on axmol framework.
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- Some links to third party libs which support axmol too.
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- ['Upstream-Version-License'](extensions/README.md) Extensions
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- Extensions license overview for easier publishing of your commercial apps based on axmol framework.
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- Spine-3.8 support
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- ```FairyGUI``` support
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- DragonBones support
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- Live2D support
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- **ImGui integrated, easy to write game embedded tools, very easy to use, read [ImGui](extensions/ImGui/README.md) for more info**
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- Refactor AudioEngine, OpenAL for all platforms
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- [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
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- [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), 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.
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- Refactor UserDefault with [mio](https://github.com/mandreyel/mio)
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- Modularize all optional extensions, move from engine core folder to an extensions folder
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- Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
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- Use a modern GL loader ```Glad```
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- Google [angle](https://github.com/google/angle) renderer backend support
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- C++ 17/20
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- IOS/TVOS SDK 9.0 as minimal deployment
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- Use fast pugixml
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- Use [curl](https://github.com/curl/curl) for transferring data with URL syntax
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- Use SAX parser for all plist files
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- ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used)
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- ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used)
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- Supported 2D physics engines (see also [APPENDIX.md](APPENDIX.md)):
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- Box2D
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- Box2D-optimized
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- Chipmunk2D
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- Supported 3D physics engines:
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- Bullet Physics SDK
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[Read Full changes since cocos2d-x-4.0](CHANGELOG)
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Open [APPENDIX.md](APPENDIX.md) for additional information and see [Milestones](https://github.com/axmolengine/axmol/milestones) for planed features too.
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### Quick Start
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#### Common Requirement [Python](https://www.python.org/downloads/)
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- Python-3.7+
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#### Prerequisites
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1. Enter `axmol` root directory
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2. Run `python setup.py`, restart the console after it has finished for environment variables to take effect
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#### Creating A New Project
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Using a console window, an example of a command to generate a new project is as follows:
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```axmol new -p YOUR.UNIQUE.ID -d PROJECT_PATH -l [cpp|lua] [--portrait] PROJECT_NAME```
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Type `axmol new --help` at the command line for more options you can pass to `axmol new`
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Examples:
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- Cpp: `axmol new -p org.axmol.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp`
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- Lua: `axmol new -p org.axmol.hellolua -d D:\dev\projects\ -l lua --portrait HelloLua`
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#### Windows (64/32 bit Visual Studio 2019/2022)
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1. Install [CMake](https://cmake.org/) 3.22.1+
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2. Install Visual Studio 2019/2022 (it's recommended that you only use these versions)
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3. Create a new project as shown [here](#creating-a-new-project)
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4. In a console window, navigate into the root directory of the project you created in the previous step
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5. Generate the relevant Visual Studio project using the cmake command:
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```cmake -S SOURCE_DIR -B BUILD_DIR -G VISUAL_STUDIO_VERSION_STRING -A [Win32|x64]```
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For example, say `SOURCE_DIR` is the current path `"."`, and `BUILD_DIR` (out-of-source build directory) is named `"build"`:
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a) C++ 20:
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- for 32 bit Visual Studio 2019:
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```cmake -S . -B build -G "Visual Studio 16 2019" -A Win32```
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- for 64 bit Visual Studio 2019:
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```cmake -S . -B build -G "Visual Studio 16 2019" -A x64```
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- for 32 bit Visual Studio 2022:
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```cmake -S . -B build -G "Visual Studio 17 2022" -A Win32```
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- for 64 bit Visual Studio 2022:
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```cmake -S . -B build -G "Visual Studio 17 2022" -A x64```
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b) C++17
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- add `-DCMAKE_CXX_STANDARD=17` for C++17 on your command line like:
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cmake -S . -B build `-DCMAKE_CXX_STANDARD=17` -G "Visual Studio 17 2022" -A x64
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6. Use Visual Studio to open the newly created solution file. For example, `./build/ProjectName.sln`
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#### Windows UWP (Visual Studio 2022), because microsoft limit, only support C++17
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```cmake -B build_uwp -DCMAKE_SYSTEM_NAME=WindowsStore "-DCMAKE_SYSTEM_VERSION=10.0" "-DAX_VS_DEPLOYMENT_TARGET=10.0.17763.0"```
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##### Creating the Visual Studio solution for all axmol test projects (Win/UWP)
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- Perform steps 1.-6. or the Windows UWP step above (if not done)
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7. Open the solution (".\build\axmol.sln" or ".\build_uwp\axmol.sln") in Visual Studio and build any of the test projects via the IDE.
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#### Improve 'Visual Studio' workflow, support linking with engine prebuilt libs
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See [windows workflow guide](https://github.com/axmolengine/axmol/issues/564)
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#### Android
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##### With Android Studio
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1. Install Android Studio 2021.1.1+
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2. When starting Android Studio for the first time, it will guide you to install the SDK and other tools, so ensure that you do install them.
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3. Start Android and choose [Open an existing Android Studio Project] and select your project. For example, the existing cpp-test project located in ```axmol\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 the following tools and click the button ```Apply``` to install them:
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- Android SDK Platform 33
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- Android Gradle Plugin (AGP) 7.4.2
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- Android SDK Build-Tools 30.0.3 match with AGP, refer to: <https://developer.android.com/studio/releases/gradle-plugin>
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- Gradle 8.1
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- NDK r23c+
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- CMake 3.22.1+
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5. Wait for ```Gradle sync``` finish.
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6. Note: If you use non-sdk provided CMake edition, you will need to download ```ninja``` from <https://github.com/ninja-build/ninja/releases>, and copy ```ninja.exe``` to cmake's bin directory
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##### Without Android Studio
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1. Download command-tools from <https://developer.android.com/studio#command-tools>, for example: https://dl.google.com/android/repository/commandlinetools-win-9477386_latest.zip
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2. Install Android devtools (for example in windows)
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```bat
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# unzip command-tools at D:\dev\adt\
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# Install android devtools
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cd D:\dev\adt\
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mkdir sdk
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.\cmdline-tools\bin\sdkmanager.bat --verbose --sdk_root=D:\dev\adt\sdk "platform-tools" "cmdline-tools;latest" "platforms;android-33" "build-tools;30.0.3" "cmake;3.22.1" "ndk;23.2.8568313"
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set ANDROID_HOME=D:\dev\adt\sdk
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# Goto xxx\proj.android
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.\gradlew.bat assembleRelease -PPROP_BUILD_TYPE=cmake -PPROP_APP_ABI=arm64-v8a --parallel --info
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```
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#### iOS, tvOS and macOS
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1. Ensure xcode12+ & [cmake3.21+](https://github.com/Kitware/CMake/releases) are installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install```
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2. Create a new project as shown [here](#creating-a-new-project)
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3. In a console window, navigate into the root directory of the project you created in the previous step
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4. Execute the following command
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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5. Generate the relevant xcode project using one of the following commands:
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- for ios arm64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS64```
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- for ios armv7,arm64 combined:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS```
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- for ios simulator x86_64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64```
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- for tvos arm64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=TVOS```
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- for tvos simulator x86_64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR_TVOS```
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- for macos x86_64(Intel)
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```cmake -S . -B build -GXcode -DCMAKE_OSX_ARCHITECTURES=x86_64```
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- for macos arm64(M1)
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```cmake -S . -B build -GXcode -DCMAKE_OSX_ARCHITECTURES=arm64```
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6. After cmake finishes generating, you can open the xcode project at ```build``` folder and run cpp-tests or other test targets.
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7. Notes
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- **The code signing is required to run the ios/tvos app on your device, just change the bundle identifier until the auto manage signing is solved**
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- **axmol only provides aarm64, x86_64 prebuilt libraries for ios/tvos**
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### Reference links
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- Official Cocos2d-x Repo: <https://github.com/cocos2d/cocos2d-x>
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- [Some interesting related projects based on axmol](https://github.com/axmolengine/axmol/discussions/694)
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- [Axmols contributing guide](https://github.com/axmolengine/axmol/discussions/411)
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### The axmol Active Stats
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![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")
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