Modern graphics
Write HLSL once and target Dynamic RHI across D3D11, D3D12, Vulkan, Metal and OpenGL.
OPEN SOURCE · CODE FIRST · CROSS PLATFORM
Modern C++ game development for mobile, desktop, Xbox and WebAssembly.
// 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 · Linux · WebAssembly
WHY V3
Write HLSL once and target Dynamic RHI across D3D11, D3D12, Vulkan, Metal and OpenGL.
Move to C++23 with a refreshed core, build tooling and production-oriented workflow.
Reach ARM desktops, OpenXR devices, mobile, Xbox and WebAssembly from one codebase.
A CLEARER RENDERING PATH
Axmol 3 makes the rendering path easier to reason about: one HLSL source flows through axslcc and reaches the backend that fits the target device.
See what changed in v3SEE IT RUN
Try the live WebAssembly previews when available, then move to the setup guide when you are ready to build locally.
MOVING TO V3
The v3 page collects the breaking changes and migration paths for Axmol 2, Cocos2d-x, shaders, input and physics.
SUPPORTED IN THE OPEN
Long-term financial support for Axmol development.
Visit websiteOPEN SOURCE, OPEN DOORS
Ask questions, share projects and help shape the next release.