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Another thing, is that I've become too absorbed into the code like iarwain and don't see faults in it anymore. If you have any suggestions to make it better, post them!!! Iarwain is very good at implementing suggestions within an hour or two of you suggesting them. :P
Hello! I'm new to ORX.
I was looking for a long time for a 2-d engine that was both simple to use and cross platform and that I could interface with in a C like language (I prefer c++). ORX seems to hbe the perfect match.
My plans are to make a complex strategy game. Most of the ideas are still in concept stage and I can only describve it as a mix of civilization and ceasar.
Currently just getting familiar with the engine. Documentation can be somewhat lacking sometimes and thats causing me to make unexpected discoveries. Such as the engine using radians instead of degrees, perhaps this should be documented?
Also drawing objects I noticed that 0,0 isn't the top right corner like I'm used to from a previous engine. It looks like there might be some way to change the way this coordinate system works, but I haven't found it yet.
I'll be doing some familiarizing this weekend and then I hope to get started on some game prototypes.
Yeah, documentation is a wreck. The doxygen doc is quite complete but is too low level generally and lack some details like for the unities used such as radians for angles.
I'd love to have a wiki that would be a base for an extensive and higher level doc that the community would then extend. Someone suggested to use the tutorials for such a wiki base. I just need to find some time to put this wiki together now.
I've already asked on twitter, but does someone know of a good wiki system I could install?
If an object is at position (X, Y) and your camera is also at (X, Y) (I'm intentionnaly removing the Z component for the explanation), your object will appear in the center of your viewport (most of the time if you have a single viewport that occupies the whole screen, it's also the center of the screen).
This behavior helps tracking objects with camera. If you set an object as a camera parent, the camera will be centered on this object.
If you have only one static camera and a viewport that covers the entire screen, you can set its position at (CameraWidth/2, CameraHeight/2). This way the world coordinate (0, 0) will be mapped to the top left screen corner and the coordinate (CameraWidth, CameraHeight) will be the right screen corner).
Personally I was thinking of just changing the comments for orxObject_SetRotation from "Sets object rotation" to "Sets object rotation (in radians)". This should update it when you generate the doxygen docs. If you feel elaborate comments make your code too bloated, I think doxygen even has a way of loading comments from a seperate file.
A wiki is a good idea. The only one I know is MediaWiki. Which is the one Wikipedia uses. I remember setting it up once, don't think it required much knowledge of php and was easy to set up. You will need to read up about the way MediaWiki pages are formatted, but it shouldn't be a problem really.
May I ask, are you hosting this site via a shared hosting company? Because they often offer control panels with easy setup for forums and wiki and such. That should simplify installtion to a few clicks.
Thanks, I actually thought of the same thing a few hours after posting this question. Although your answer elaborates further on what I already suspected.