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Cocos2d-x 3.11 Release Notes

Table of Contents generated with DocToc

Misc Information

Requirements

Runtime Requirements

  • Android 2.3 or newer
  • iOS 5.0 or newer
  • OS X 10.7 or newer
  • Windows 7 or newer
  • Windows Phone 8.1
  • Windows 10 UWP
  • Linux Ubuntu 14.04 or newer
  • Mordern browsers and IE 9+ (On mobile platforms, only iOS and Android 5 activated WebGL support)

Compiler Requirements

  • Xcode 5.1 or newer for iOS or Mac
  • gcc 4.9 or newer for Linux
  • ndk-r10c for Android
  • Visual Studio 2013 or newer for Windows (win32)
  • Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
  • Visual Studio 2015 or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps

How to run tests

Cocos Console

You can use Cocos Console command line tool to run the test cases on almost all supported platforms.

In console application:

// Enter cpp test folder
cd tests/cpp-tests
// Or enter js test folder
cd tests/js-tests
// Or enter lua test folder
cd tests/lua-tests

// Compile or run test case
cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release

For example, if you want to run cpp test in release mode on Android, you can use the following command:

cocos run -p android -m release

Mac OSX & iOS

You can run the samples by:

  • Open cocos2d-x/build folder, open cocos2d_test.xcodeproj
  • Select cpp-tests, lua-tests, js-tests for iOS or OS X target in scheme toolbar
  • Click run button

Android

You can run the samples by either using the command-line or Eclipse:

Using command line: Perform the following steps:

$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk

Then click item on Android device to run tests. Available value of -p is the API level, cocos2d-x supports from level 10.

Using Eclipse: Perform the following steps:

$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10

Next:

  • Import cocos2d-x Android project into Eclipse, the path used to import is cocos/2d/platform/android
  • Import cpp-empty-test Android project into Eclipse, the path used to import is tests/cpp-empty-test/proj.android
  • Build cpp-empty-test Android project and run

Windows

You can run the samples by:

  • For win32 project, enter cocos2d-x/build, and open cocos2d-win32.sln
  • For win 8.1 project, enter cocos2d-x/build, and open cocos2d-win8.1-universal.sln
  • For win 10 project, enter cocos2d-x/build, and open cocos2d-win10.sln
  • Select running target
  • Click run button

Linux

You can run the samples by:

$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..

Next:

$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4

Then run:

$ cd bin/cpp-empty-test
$ ./cpp-empty-test

How to start a new game

Use the cocos console app to create a new game:

cocos new -l cpp|js|lua MyNewGame

v3.11

Highlights features

  • upgrade Chipmunk to v7.0.1
  • use new memory model in JSB, don't have to invoke retain/release in JS, it is disabled by default
  • upgrade Curl to v7.48
  • upgrade OpenSSL to 1.0.2g
  • can use VSCode and new Firefox to debug cocos2d-x JSB programs
  • refactor WebGL renderer

The main features in detail of Cocos2d-x v3.11

New memory model in JSB

With new memory model, you don't have to care about object lifecycle. Which means you don't have to invoke retain/release in JS any more.

Though we have finished many tests about this new memory model, we can't make sure it is too perfect to enable it by default. But you are appreciated if you can enable it to have a try. If you want to enable it, you should change the value of CC_ENABLE_GC_FOR_NATIVE_OBJECTS to 1 in base/ccConfig.h like this:

#ifdef CC_ENABLE_SCRIPT_BINDING
  #ifndef CC_ENABLE_GC_FOR_NATIVE_OBJECTS
  #define CC_ENABLE_GC_FOR_NATIVE_OBJECTS 1 // change to 1
  #endif
#endif

OpenSSL

Cocos2d-x has upgraded OpenSSL to version 1.0.2g.

Beginning July 11, 2016, Google Play will block publishing of any new apps or updates that use older versions of OpenSSL. It is important that you update the use of OpenSSL in your projects. More detail information can refer to this ticket.

If you use v2.x or use older versions of v3.x, you can just update CURL and OpenSSL. To do this:

  • modify Cocos2d-x root/external/config.json to update the dependency version. For v3.x the dependency version is v3-deps-92, and for v2.x it is v2-deps-5
  • execute the download-deps.py script in your Cocos2d-x root.
(jtsm @ 15 ~) $ cd cocos2d-x

(jtsm @ 15 ~/cocos2d-x) $ ./download-deps.py

=======================================================
==> Prepare to download external libraries!
==> Ready to download 'v3-deps-92.zip' from 'https://github.com/cocos2d/cocos2d-x-3rd-party-libs-bin/archive/v3-deps-92.zip'
==> WARNING: Couldnt grab the file size from remote, use 'zip_file_size' section in '/Users/jtsm/Chukong-Inc/cocos2d-x/external/config.json'
==> Start to download, please wait ...
==> Downloading finished!
==> Extracting files, please wait ...
==> Extraction done! ==> Copying files...
==> Cleaning...

Feel free to post on our forums if you run into difficulty.

Cocos2d-x JSB program debugging

In previous version, can not use Firefox 30+ to debug cocos2d-x JSB programs. This limit is fixed since v3.11. And web console feature is added too. This documentation shows how to use Firefox to debug cocos2d-x JSB programs(this is a little difference from current usage).

Of course you can use VSCode to debug cocos2d-x JSB programs too. You can read about how to use VSCode to debug cocos2d-x JSB programs here.

New WebGL renderer

In v3.11, we have refactored the WebGL renderer in web engine, here is the detailed changes:

  1. Activate WebGL on Android by default.
  2. Add sprite auto batching in WebGL.
  3. Shared rendering buffer for Sprites.

Compare with old version, the draw calls in your game should be significantly reduced if the textures is well managed. This improves also the CPU usage and memory usage. The above is just a first step of WebGL renderer upgrade, we will continue to investigate in this direction in the future versions.

Other changes

You can also take a look at the full changelog.