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Is there any easy step process to migrate existing Cocos2dx 4.0 projects to adxe? I'm the developer of The Lords of Midnight and Doomdark's Revenge remakes on iOS, OSX, Android, Windows. I originally developed on Marmalade SDK to give me my cross platform requirements - but that got discontinued. I moved over to Cocos2dx and have taken a while rewriting the UI - all the game engine remained the same. However I am having issues with the Metal implementation leaking memory can causing crashes. Problem is that Cocos2dx seems as good as dead (no updates in two years) and I don't know enough about the low level Metal stuff to resolve the issue and fix a fork myself. So I am thinking of moving on again... and this for seems like a possible good starting point with a potential quick migration path. |
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Replies: 5 comments 6 replies
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@rh101 may have experience on about this question |
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Honestly imo if this stuff feels hard for you I'd pick unity3d, You can write once and never worry about something getting dead or having a problem Also it can deploy to many platforms, but hey its your choice |
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It shouldn't be too tough to migrate across. Off the top of my head, here are the things I had to change: 1 - The game project root 2 - The cmake build option flags to enable or disable certain modules have been renamed (for instance, SPINE functionality, 3 - Similar to item 2, pre-processor defines may have been renamed to enable and disable functionality. 4 - The
Check the There may be other defines that need to be changed, but I can't quite remember what they are at the moment. That is all I can think of right now. If you run into any specific issue, just ask about it, and I'm sure someone working with ADXE will be able to point you in the right direction. |
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Recently, the cmake options have been unified: Such |
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@IcemarkUK, have you tried to port it? |
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It shouldn't be too tough to migrate across.
Off the top of my head, here are the things I had to change:
1 - The game project root
CMakeLists.txt
file. The best thing you can do is generate a new project using the adxe CLI, and then compare theCMakeLists.txt
that is generated with the one that is in your Cocos2d-x v4 project. It should be obvious what needs to change. You could also just move your own source files across to the newly generated adxe project, which is probably the cleaner method.2 - The cmake build option flags to enable or disable certain modules have been renamed (for instance, SPINE fu…