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

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Axmol Engine

A Multi-platform Engine for Desktop, XBOX (UWP), WebAssembly and Mobile games.

Axmol Engine is an open-source, C++ multi-platform engine designed for mobile devices, desktop, and Xbox, well-suited for 2D game development. It was launched in November 2019 as a fork of Cocos2d-x v4.0.

Pleasevisit our Wiki to know more about Axmol.


Build Status

Latest ReleaseLICENSECodacy Badgecxxstd

issuesforksstarsGitHub code size in bytes

PRs WelcomeDiscordawesome-cppossinsight

Chinese ver. / 简体中文


📢 Branches

Important Notice

  • dev branch: Serves as thev3 development branch. It is under active development and may contain unstable or experimental features.
  • release/2.x branch: Serves as thestable production branch. It is recommended for production use to ensure stability and compatibility.

Use thedev branch if you want to contribute to v3 development or test new features. For production deployment, please use therelease/2.x branch.


⚡️Building

If you have a Cocos2d-x project, migrating to Axmol Engine is easy. We have prepared aMigration Guide.

Learning and docs

General information

Axmol Engine has iterated and improved over the Cocos2d-x v4.0 base. Now is faster and more capable, while staying lightweight.Check a comparative here.

Supported platforms:

  • Mobile: iOS, Android
  • Desktop: Windows, Linux, macOS, tvOS
  • Console: Xbox (Universal Windows Platform)
  • Web: WebAssembly (Preview:Axmol tests /FairyGUI tests)

Languages:

  • C++
  • Lua

Renderer RHI:

  • Metal for macOS, iOS and tvOS
  • OpenGL 3.3+ for Linux, macOS and Win32
  • OpenGL ES 2.0+ for Android
  • OpenGL ES 3.0+ for iOS and tvOS
  • ANGLE GLES 3.0+ for Win32 and UWP
  • WebGL 2.0 (OpenGL ES 3.0): WASM
  • D3D11 for Win32 and UWP (since axmol-v3)

Architectures:

  • iOS/tvOS (x64, arm64)
  • Android (x86, x64, armv7, arm64)
  • Windows (x86, x64)
  • Linux (x64)
  • OSX (x64, arm64)
  • UWP (x64, arm64)
  • Wasm32, Wasm64(since axmol-v3)

Supported 2D physics engines (more info here):

  • Box2D
  • Chipmunk2D (Removed indev (v3))

Supported 3D physics engines:

  • Bullet Physics SDK

Included extensions:

More extensions created by our community

Features

Some highlights:

  • AddedD3D11 render support (axmol-v3)
  • Add HiDPI support for Windows/Linux/WebAssembly desktop platforms (axmol-v3)
  • New MediaPlayer: render video as texture2D using MediaEngine.More info in our Wiki.
  • Windows video player support (based on Microsoft Media Foundation)
  • WebAssembly support (by @nowasm) - Preview:Axmol tests
  • Universal Windows Platform (UWP) support for Xbox consoles
  • Apple M1 and Android x64 support (by @pietpukkel)
  • Windows x64 build support
  • Powerful cross-platform build system
  • Improved Windows workflow, supporting linking with engine prebuilt libs. Please read theWindows workflow guide.
  • Refactored AudioEngine, OpenAL for all platforms:
    • OpenAL Soft (pass-DAX_USE_ALSOFT=ON to CMake to force enabling it)
    • OpenAL.framework (if noAX_USE_ALSOFT option specified, cmake script will choose it on OSX/iOS/tvOS, even though it was marked as deprecated is still available)
  • Implemented all .wav formats supported by OpenAL Soft (MS-ADPCM, ADPCM, etc.)
  • Refactored UserDefault withmio
  • 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.
  • Reimplemented HttpClient based on yasio for concurrent http requests processing.
  • Modularized all optional extensions, move from engine core folder to an extensions folder.
  • Use GoogleAngle as default renderer backend on Windows.
  • Using GL loader Glad.
  • Usingpugixml
  • Usingcurl for transferring data with URL syntax
  • Using SAX parser for .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)
  • Migrate VR rendering support from the legacy project and enhance it (axmol-v3)

Please read thefull list of changes since Cocos2d-x v4.0.

See theMilestones for planned features.

Contributions

How to contribute:

  • Suggestions, bug fixes, and improvements are highly appreciated!
  • Please do not forget to add the topicaxmol andaxmolengine to any related repository you create!
  • Adding a star on GitHub will help Axmol grow as well. Thank you!

If you findAxmol Engine helpful, please consider donating inhttps://axmol.dev/donate. Thank you very much!

Sponsors

Platinum Sponsors

 

More Sponsors

Please visit:https://axmol.dev/donate

Community

Our community is growing! Please join us at:

In order to see some of our community works, please check our Axmol Showcase:Made in Axmol

Reference links

  • 1kiss: A cross-platform one step build powershell script, with auto setup general dependent tools.
  • axslcc: The axmol new shader workflow tool, forked fromglslcc.
  • Official Cocos2d-x

Axmol Stats

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