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This project forked from cocos/engine-native

0.0 0.0 0.0 100.62 MB

Lite version cocos2d-x based on Cocos Runtime

C++ 86.02% Objective-C 0.95% Makefile 0.20% Objective-C++ 3.80% C 4.10% Java 2.30% JavaScript 1.85% Python 0.71% Batchfile 0.01% Shell 0.07%

cocos2d-x-lite's Introduction

Cocos2d-x, compact version

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.


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/cocos2d-x-lite.git
    $ cd cocos2d-x-lite
    $ 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

cocos2d-x-lite is licensed under the MIT License. We welcome participation!

cocos2d-x-lite's People

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