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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 suppose?


The x86_64 runs effective 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 mechanically on set up, or the end-user wants to show it on manually for the precise binary (I don’t suppose it may be enabled system-wide, however I might be incorrect).

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 provide you with 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 subject right now (m1 construct) compiling the libraries however i cant appear to search out glsl_optimizer anyplace, any concepts?

Sorry, can’t assist 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 possibly can attempt to compile it for ARM your self.

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

Hello all, I acquired 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 accessible 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 appropriate and I must 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?

made this a yr in the past. you possibly can test it out.

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