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Axmol v3

Dani Alias edited this page Aug 9, 2026 · 14 revisions

Axmol v3: the biggest update so far

After several month of hard work form the maintainers and contributors, Axmol v3 is here, being the biggest change for the engine since the transition from Cocos2d-x to Axmol. Modernizing the engine to 2026 standards and expanding the cross-platform capabilities were the main objectives of this update.

Some of the biggest improvements are support of C++23, adding support for DirectX 11, DirectX 12 and Vulcan, and ARM support for Windows and Linux; but we also changed the shaders language to HLSL, added VR support, updated the physics engines and more. In this page we'll list all the improvements and link to the correspondent wiki pages or PR entries for those to want to know more.

General

Now Axmol is C++23 standard

We know a lot of users choose Axmol because it's a C++ game engine, and they are passionate with the language. With the transition of Cocos2d-x to Axmol, C++ version was updated from 11 to 20, and now with the new Axmol v3 we give it a new bump, up to C++23.


Now Axmol supports D3D11, D3D12 and Vulkan

Together with OpenGL and Metal, Axmol v3 adds three more RHI (Render Hardware Interface) to the list: DirectX 11, DirectX 12 and Vulkan. This brings performance improvements around 55% compared with OpenGL (used by Cocos2d-x v4.0), and a 17% versus ANGLE, available in both Axmol v2 and Axmol v3. More info about the performance tests and how to switch between RHIs in this wiki page.

Added Dynamic RHI

As a true cross-platform game engine, having a Dynamic RHI who chooses the best RHI for each device was a very important goal of this update. More info in this PR - 3008.


Added ARM support for Windows and Linux

PR Windows: https://github.com/axmolengine/axmol/pull/3074
PR Linux: https://github.com/axmolengine/axmol/pull/3071


Added VR support with OpenXR-backed scene composition and XR controller input

PR: https://github.com/axmolengine/axmol/pull/3220


New Shader system

https://github.com/axmolengine/axmol/wiki/Shaders-in-Axmol3
PR: https://github.com/axmolengine/axmol/pull/3233


Updated physics engines: Box2d 3.x and JoltPhysics 5.x integration

Box2d PR: https://github.com/axmolengine/axmol/pull/3095
Jolt PR: https://github.com/axmolengine/axmol/pull/3124#issuecomment-4378366550


Complete refactor of Input System

https://github.com/axmolengine/axmol/wiki/Migration-Guide-for-PR-3173


Support text rendering with Apple HVF

PR: https://github.com/axmolengine/axmol/pull/3118


Added compile-time selectable profiling backend with Tracy integration

PR: https://github.com/axmolengine/axmol/pull/3239 (Thank you unfiv)
Tracy repo: https://github.com/wolfpld/tracy

Extensions

ImGUI now works with all the platforms

PR: https://github.com/axmolengine/axmol/pull/3083


Native Effekseer 1.80.x integration with OpenGL, D3D11/12, Vulkan and Metal support

PR: 
https://github.com/axmolengine/axmol/pull/3259


Upgraded Live2D Cubism Framework to R5.5 with advanced blending, new updater system, and cross-platform launch API

PR: https://github.com/axmolengine/axmol/pull/3197


Spine 4.3 support

PR: https://github.com/axmolengine/axmol/pull/3196


Full list of improvements

https://github.com/axmolengine/axmol/discussions/2650

Legal and Financial updates

We introduced a new CLA (Contributor Licence Agreement) available in order to provide clearer and more robust legal protections for the long-term health of the project. More info here.

Also, we make regular financial transparency updates, like this one.

What's next

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