Axmol
A multi-platform C++ engine for mobile, desktop, WebAssembly and Xbox — modern rendering, a lean core, and a code-first workflow.
// one C++ codebase, every platform
auto scene = ax::Scene::create();
auto player = ax::Sprite::create("player.png");
player->setPosition(ax::Vec2(240, 160));
scene->addChild(player);
// iOS · Android · Windows · macOS
// Linux · Xbox · WebAssembly
Axmol Engine is an open-source, C++ multi-platform engine for mobile, desktop, Xbox and WebAssembly — well-suited for 2D game development, and also supports 3D.
iOS · Android
Windows · macOS · Linux · tvOS
Xbox (UWP)
WebAssembly (preview): cpp-tests · fairygui-tests
Any game creator in need of a multi-platform engine.
Those who want to program mainly in C++.
Those who prefer a code-only engine, without a graphical user interface.
Those requiring a lightweight, stable, proven solution compatible with older hardware.
Developers who need to update their Cocos2d-x projects.
Developers who want to port their Sprite Kit projects to Android.
No cost, no licensing friction.
Developed openly with contributions from the community.
Evolving since 2011, a proven codebase.
A lively community of contributors.
Much existing Cocos2d-x documentation applies with minimal changes.
OpenGL, Metal, Direct3D 11/12, and Vulkan.
Cross-platform builds via the Axmol command line.
Some improvements over Cocos2d-x v4.0
a = one,
x = unknown / from cocos2d-x, mol
= molecule/æksmoʊl/For more questions, please check our complete FAQ and visit our Wiki page.
peterkharitonov, Alain-Serge Nagni
bingsoo, DUONG, thienphuoc