About this project
Axmol is an MIT-licensed, cross-platform game engine for 2D and 3D games. Developers can build with C++ or Lua and target iOS, Android, Windows, Linux, macOS, tvOS, WebAssembly, and Xbox through UWP.
The project began in November 2019 as a fork of Cocos2d-x v4.0 and has continued to evolve with its contributors. A migration guide and a comparison document cover moving from Cocos2d-x v4.0 to Axmol v3.
Version branches: the default `dev` branch is the v3 pre-release line using C++23, where APIs and experimental features may change; `release/2.x` is the stable v2 LTS line using C++20 for production projects. Major v3 beta1 feature development is largely complete on `dev`, with remaining work focused on cleanup and release preparation.
Capabilities described for v3 dev include C++23, Box2D v3 for 2D physics and Jolt for 3D physics, and Vulkan/D3D11/D3D12 rendering backends alongside Metal and GL, plus high-DPI improvements for Windows, Linux, and WebAssembly. Optional VR/OpenXR support is experimental. Default-enabled backends vary by platform: Windows (D3D11, D3D12, GL, Vulkan), Linux (Vulkan, GL), Android (Vulkan, GL), WinUWP (D3D12, D3D11, GL), and iOS/macOS (Metal); WebAssembly uses WebGL. A build can include multiple backends. These v3 capabilities do not describe the stable v2 release.
Extensions include FairyGUI, ImGui, Spine, Live2D, and Effekseer. Getting started requires a C++23 compiler and PowerShell 7, followed by the platform-specific setup and building guide; the setup script is run from the cloned repository, after which the `axmol` command can create and build C++ or Lua projects. WebAssembly builds of the C++ tests and a FairyGUI demo can be tried in the browser.
Documentation, tutorials, and an FAQ are available, along with GitHub Discussions, Discord, a contribution guide, and a contributors list.
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