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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 months of hard work from maintainers and contributors, Axmol v3 is here, 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

With the efficiency of ARM chips compared with x86, ARM laptops and other small form factor devices are growing at a very fast pace. Supporting this new devices was one of the main objectives of this v3. We supported before MacOS ARM devices (M series), and now we add Windows and Linux to the list. Please check the following PRs for more details:

Windows ARM PR - #3074
Linux ARM PR - #3071


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

Now Axmol supports VR devices through OpenXR, including controllers. Please check this PR - #3220 for more info.


New Shader system

Again, in order to make Axmol true cross-platform, we moved the shader language to HLSL. Now developers can maintain a single HLSL source file, and the compiler automatically translates it to the correspondent RHI. For those developers migrating their game to Axmol v3, we prepared a wiki page for their reference. For more info about the update, please check the PR - #3233.


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

The release of the latest Box2d 3.0 was of great impact due to all the improvements it brought. Now we support it in Axmol v3, together with Jolt for 3D scenes. Please check the PRs for more info:

Box2d PR - #3074
Jolt PR - #3124


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

Axmol v3 is ready for production, but all the big updates come with the possibility of new bugs or instabilities, so our current objective is to make this v3 as stable as possible with the next revisions.

And of course, in the long term, we'll keep updating the engine to support new technologies that are to come. Stability and support is the most important quality of a game engine, since the game developers are going to invest long years developing their games and updating them, decades in a lot of cases.

Support us!

If you want to support us, please spread the word about this update! Of course we'll love to see articles or videos about the engine, but just telling your friends is enough.

Of course, financial contributions will be of great help for the long term maintenance of the project. If you want to help us in that way, please check the donation page.

And if you want to collaborate with code, PRs are always welcome!

Finally, starring us in GitHub is always welcome. Thank you very much for reading, and we are looking forward to seeing your next projects made with Axmol Engine!

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