# AppCore **Repository Path**: xia2016/AppCore ## Basic Information - **Project Name**: AppCore - **Description**: No description available - **Primary Language**: Unknown - **License**: LGPL-2.1 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-08-27 - **Last Updated**: 2025-08-27 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # AppCore AppCore is a cross-platform app runtime module for [Ultralight](http://github.com/ultralight-ux/Ultralight) that provides platform-specific window creation, events, message loops, and GPU context creation / drawing. You should use AppCore only if you intend to build a standalone HTML-based desktop application (ala Electron). For lower-level integration, (eg, for rendering within an existing game engine), you should instead use the lower-level Ultralight API (eg, `Renderer::Create()`) which grants you the ability to render Views offscreen to a pixel buffer using the CPU renderer. For more information see our [Docs](https://docs.ultralig.ht). The following GPU back-ends are used on each platform: | Platform | GPU Driver | |----------|-------------------| | Windows | Direct3D 11 | | macOS | Metal | | Linux | OpenGL 3.2 (GLFW) | ## Downloading pre-built binaries Pre-built binares are uploaded to the following S3 buckets every commit: * Release Bins: https://appcore-bin.sfo2.digitaloceanspaces.com/ Click any of the bucket links to get an XML file listing. Download a package by appending the filename to the bucket URL. ## You'll need the following: * CMake 3.2+ (https://cmake.org/) * Ninja (https://ninja-build.org/) * Recent GCC/Clang on macOS/Linux * Visual Studio 2019 on Windows ### Setting up on Windows 1. Install Visual Studio 2019 (Free Community Edition works fine). Remember to select the C++ packages. 2. Install Chocolatey (https://chocolatey.org). 3. Run the following from command line: ``` choco install cmake ninja ``` ### Setting up on macOS 1. Install Xcode Command Line Tools (or the full Xcode package). 2. Download the macOS 10.14 Platform SDK from https://github.com/phracker/MacOSX-SDKs/releases and extract it to `/Library/Developer/CommandLineTools/SDKs/MacOSX10.14.sdk`. 3. Install Homebrew (https://brew.sh/) 4. Run the following from the Terminal to setup the needed homebrew packages: ``` brew install cmake ninja ``` ### Setting up on Linux (Debian 9.5+) To get everything on Linux, just type the following: ``` sudo apt install cmake ninja-build clang lld-4.0 libx11-dev xorg-dev libglu1-mesa-dev ``` ## Building from source ### Building on Windows To build AppCore for Windows / 64-bit: ``` make release x64 ``` #### Building Debug on Windows To build AppCore with debug symbols: ``` make debug x64 ``` #### Building on Windows with locally-built dependencies By default, the build scripts in this repo fetch pre-built dependencies from our servers. To build AppCore using locally-built dependencies in the `/deps` folder (really only useful if you need to build against modified modules/deps): ``` make release x64 local ``` ### Building on macOS and Linux To build for macOS/Linux: ``` ./make ``` ## Build products Build products will be in `/out`. If your checkout is up-to-date, a 7zip release archive will also be generated in ``.