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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 high quality on the M1 Mac by way of Rosetta, and my major 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 precise binary (I don’t assume it may be enabled system-wide, however I may very well be improper).
In phrases of efficiency, working x86_64 on the ARM {hardware} appears to be equal to working 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 totally.
@pinky2012 Hi! i used to be engaged on this situation at present (m1 construct) compiling the libraries however i cant appear to seek out glsl_optimizer anyplace, any concepts?
Sorry, can’t allow you to there. My challenge doesn’t use that library ( I suppose you’re at Cocos 4.0?). Seems the sources can be found although, so you could possibly attempt to compile it for ARM your self.
Hi all, I received 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 accessible on my GitHub.
https://github.com/papatr0x/cocos2d-x/tree/v4-with-m1-deps
Just to make sure, for iOS, this arm64 libs I did construct for Mac will not be appropriate and I must rebuild a brand new set of libs for iOS even when Mac and iOS are each arm64. is that appropriate?
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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 may test it out.
I used to be simply searching for this. Thanks @bilalmirza!
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