Monday, June 20, 2022
HomeGame DevelopmentCannot run cocos2d-x on M1 Chip - C++

Cannot run cocos2d-x on M1 Chip – C++


I’m conscious that X86_64 ought to work however I don’t know if it’s full proof at this level. @R101 what do you assume?


The x86_64 runs fantastic on the M1 Mac by way of Rosetta, and my primary concern was concerning enabling Rosetta; I don’t know if it may be enabled mechanically on set up, or the end-user wants to show it on manually for the precise binary (I don’t assume it may be enabled system-wide, however I may very well be incorrect).

When it comes to efficiency, working x86_64 on the ARM {hardware} appears to be equal to working on the native x86_64 {hardware}, however I can’t offer you particular numbers.

Ideally there must be arm64 native binaries although……to keep away from Rosetta fully.

@pinky2012 Hello! i used to be engaged on this situation as we speak (m1 construct) compiling the libraries however i cant appear to search out glsl_optimizer anyplace, any concepts?

Sorry, can’t aid you there. My mission doesn’t use that library ( I assume you might be at Cocos 4.0?). Appears the sources can be found although, so you could possibly attempt to compile it for ARM your self.

https://github.com/cocos2d/glsl-optimizer

Hello all, I bought in the identical points when attempting to construct cocos for Mac. I compiled most dependencies for M1. I can construct cocos2dx with or with out Lua utilizing immediately cmake, and it’s out there on my GitHub.

https://github.com/papatr0x/cocos2d-x/tree/v4-with-m1-deps

Simply to make sure, for iOS, this arm64 libs I did construct for Mac will not be suitable and I must rebuild a brand new set of libs for iOS even when Mac and iOS are each arm64. is that appropriate?

RELATED ARTICLES

LEAVE A REPLY

Please enter your comment!
Please enter your name here

- Advertisment -
Google search engine

Most Popular

Recent Comments