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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 positive on the M1 Mac by way of Rosetta, and my fundamental concern was relating to enabling Rosetta; I don’t know if it may be enabled robotically on set up, or the end-user wants to show it on manually for the particular binary (I don’t assume it may be enabled system-wide, however I could possibly be unsuitable).

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

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

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

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

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

Hello all, I obtained in the identical points when making an attempt to construct cocos for Mac. I compiled most dependencies for M1. I can construct cocos2dx with or with out Lua utilizing instantly cmake, and it’s obtainable on my GitHub.

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

Simply to make certain, for iOS, this arm64 libs I did construct for Mac should not suitable and I have to rebuild a brand new set of libs for iOS even when Mac and iOS are each arm64. is that right?



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@papalma your repo can run cocos native Apple M1 with out Rosetta proper?

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