cocos / engine-native

Native engine for Cocos Creator v2.x

Home Page:http://www.cocos.com/en/products

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Cocos native engine for Cocos Creator v2.x

Build Status

It is based on cocos2d-x[version 3.9], but remove 3D and other features. It works on iOS, Android, macOS and Windows.

For Cocos Creator v3.5+, native engine have been merged into engine repository


The major change:

  • Remove 3D features

    • Sprite3D
    • Skybox
    • Terrain
    • Light
    • Navmesh
    • Physics3D
    • BillBoard
    • Animate3D
    • Bundle3D
    • MeshSkin
    • etc..
  • Only support iOS, macOS, Android and Windows.

  • Remove support for LUA script

  • Remove deprecated classes and functions

  • Remove Camera

  • Remove Physics integration

  • Using FastTileMap instead of TileMap

  • Remove C++ implementations of CocoStudio parser

  • Remove C++ implementations of CocosBuilder parser

  • Remove AssetsManager, AssetsManagerEX

  • Remove Allocator

  • Remove AutoPolygon

  • Remove support for WebP, S3TC, ATITC

  • Remove support for game controller

  • Improved robustness and many bugs have been fixed

Git user attention

  1. Clone the repo from GitHub.

    $ git clone https://github.com/cocos-creator/engine-native.git
    $ cd engine-native
    $ npm install
    
  2. After cloning the repo, please execute gulp init to download and install dependencies.

    $ gulp init
    
  3. Build simulator

    $ gulp gen-simulator
    $ gulp update-simulator-config
    

    If you need to debug the simulator on macOS, you should sign the "./simulator/mac/simulator.app" by using codesign after build, or manually build the simulator project ("./tools/simulator/frameworks/runtime-src/proj.ios_mac/simulator.xcodeproj") in Xcode and enable Signing.

Contributing to the Project

The engine code is open sourced under the License. We welcome participation!

About

Native engine for Cocos Creator v2.x

http://www.cocos.com/en/products


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