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        <title>Orx - Portable Game Engine - Forum</title>
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        <link>http://orx-project.org</link>
        <lastBuildDate>Fri, 10 Sep 2010 16:07:10 -0600</lastBuildDate>
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        <item>
            <title>Subject: Deleting/clearing loaded objects between scenes - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=1023&amp;limit=6&amp;start=6#1091</link>
            <description>Sorry for the delay, as I stated in another post, I'm currently preparing to move to the US so I might not be as reactive as usual for the next couple of weeks.

As for the message, it means some code is trying to access a structure that has been deleted. =)

The TAG_ACTIVE is used for validating an object and track illegal access to freed structures.

The easiest way to see what's happening is to break on this assert and look at the callstack.

There's probably some way you're accessing already deleted structures (such as children or related).

If you don't find it, just mail me the archive, I'll look into it!</description>
            <pubDate>Fri, 03 Sep 2010 20:27:00 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Oject rotation problem - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=1064&amp;limit=6&amp;start=6#1090</link>
            <description>Hope you'll have a good time home then! =)

As for Mushroom Stew, it includes Scroll, a C++ layer written on top of orx that aims to bring easier management + level editing.

The version packed with Mushroom Stew isn't compatible with the SVN version of orx. If you need a newer version, just let me know! :)

Sorry for the delay in my replies lately, but I'm preparing to move to the US and it's quite time consuming...</description>
            <pubDate>Fri, 03 Sep 2010 20:23:17 -0600</pubDate>
        </item>
        <item>
            <title>Subject: 关于开发orx要具备的一些基础知识？ - by: yatusiter</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=1082#1087</link>
            <description>OK, 有空看看，那个Mushromstew找了一圈才找到下载地址。。
这里贴上来，有需要的兄弟就可以直接下了

http://orx-project.org/ProjectX/MushroomStew-1.0.zip</description>
            <pubDate>Mon, 30 Aug 2010 07:57:46 -0600</pubDate>
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        <item>
            <title>Subject: 3D support - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=1052&amp;limit=6&amp;start=6#1081</link>
            <description>Sounds not difficult.....</description>
            <pubDate>Fri, 27 Aug 2010 07:09:25 -0600</pubDate>
        </item>
        <item>
            <title>Subject: orx-tutorial-msvs2008-1.2 Failed on Win 7 - by: yatusiter</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=1013#1073</link>
            <description>I have told him to try this on our discuss group, his video card is Nvidia fx370. I don't know does he try or not.</description>
            <pubDate>Tue, 24 Aug 2010 22:06:22 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Orx1.2 Failed to select a GLFWFBConfig [SOLVED] - by: yatusiter</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=976&amp;limit=6&amp;start=36#1072</link>
            <description> Correct me if I'm wrong, but I think VirtualBox only allows software OpenGL emulation rendering by default, which is extremely slow. Shaders are not available either. There might be a way to configure VirtualBox to grant the client OS access to hardware rendering, but I don't know how. :/ 

I read some articles said that vmWare support such feature, as I just use VirtualBox to replace cygWin , so I havn't tried the 3D directly rendering configure on VirtualBox. As I see, this feature will be supported by all virtual machine software sooner or later.</description>
            <pubDate>Tue, 24 Aug 2010 22:02:51 -0600</pubDate>
        </item>
        <item>
            <title>Subject: orx 按键判断的问题 - by: yatusiter</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=1040#1062</link>
            <description>恩。。iarwain跟我说了,解释了好多为啥不要在Run里面做游戏逻辑判断啥的。。我后面都改成clock了。不过还是有好多要学。。。</description>
            <pubDate>Tue, 24 Aug 2010 00:04:55 -0600</pubDate>
        </item>
        <item>
            <title>Subject: 能解释一下vs中每个编译选项的作用哈？还有点模糊，多谢 - by: bobdos</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=1021#1044</link>
            <description>多谢指点～</description>
            <pubDate>Sun, 22 Aug 2010 21:03:51 -0600</pubDate>
        </item>
        <item>
            <title>Subject: The hashTable's bug - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=968&amp;limit=6&amp;start=12#1042</link>
            <description>I found that NeHe and Lighthouse3D sites have good GLSL tutorials. I was feeling a bit overwhelmed at first, but it's really not that hard actually.

It was a bit more complex to support the same fragment shader across OpenGL and OpenGL ES as they are not totally compatible, but it wasn't that bad.

Don't hesitate if you have any questions, I'll be happy to help. Keep in mind that I can't work on windows for at least a big week and that after mid-september I might not be available for a couple of weeks as I'll be migrating to California. It will probably take some time to find a place to rent and to get an internet connection back.</description>
            <pubDate>Sun, 22 Aug 2010 12:27:08 -0600</pubDate>
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        <item>
            <title>Subject: Orx Twitter account - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=14&amp;id=1029#1030</link>
            <description>It's a very good idea for the twitter account. I'll add a link in the left menu. As for the post, the original account was dotorx, and then I made a search&amp;replace that didn't exactly work as intended! :D
I'll fix that right away.

For Facebook, I have to admit I don't know how it works as I sweared I'd never use it for myself! ^^
I don't even use the twitter account much but I'll try harder. =)</description>
            <pubDate>Fri, 20 Aug 2010 12:33:31 -0600</pubDate>
        </item>
        <item>
            <title>Subject: what does the orx-tools used for ? - by: bobdos</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=1022#1027</link>
            <description>thanks</description>
            <pubDate>Fri, 20 Aug 2010 01:56:42 -0600</pubDate>
        </item>
        <item>
            <title>Subject: jtianling你好，你有QQ号或者msn好吗？ - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=1016#1017</link>
            <description>加群 73063577</description>
            <pubDate>Sun, 15 Aug 2010 07:22:24 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Input events - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=997#1005</link>
            <description>Oh, good then! :)</description>
            <pubDate>Sun, 08 Aug 2010 19:46:43 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Configuring the working directory - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=977#992</link>
            <description>That could be an option. I'm afraid it'd get too confusing to use. But maybe it's the best trade off. I'll think more about it! =)</description>
            <pubDate>Fri, 06 Aug 2010 16:32:26 -0600</pubDate>
        </item>
        <item>
            <title>Subject: 哈哈，报道贴 - by: bobdos</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=960#990</link>
            <description>共同学习，共同进步，呵呵</description>
            <pubDate>Fri, 06 Aug 2010 09:13:37 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Does orx one day support android platform? - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=958&amp;limit=6&amp;start=6#983</link>
            <description>OK</description>
            <pubDate>Thu, 05 Aug 2010 13:48:50 -0600</pubDate>
        </item>
        <item>
            <title>Subject: v1.2 has been released! - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=18&amp;id=952#957</link>
            <description>My pleasure!

I hope we'll soon see some more projects done with orx, iPhone or not! :)

PS: I've also reactivated the feature allowing to render a viewport to a texture that can then be reused by objects. It's not in the release though, only on the SVN.</description>
            <pubDate>Thu, 22 Jul 2010 15:36:58 -0600</pubDate>
        </item>
        <item>
            <title>Subject: changelog - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=951#956</link>
            <description>Yep, thanks for mentioning it Ekerik!

I replied to qubodup with a PM and forgot to post the reply on the forum! ^^</description>
            <pubDate>Thu, 22 Jul 2010 15:35:46 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Orx 1.2正式发布 - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=950#950</link>
            <description>历经了长达两个月的多次延期，历经iarwain的1984次更新，发布前的多次通宵奋斗，Orx 1.2终于正式发布了。。。。。。。。。。

作者的发布宣言在这里：http://orx-project.org/component/content/article/1-orx/65- orx-v12-has-been-released

新版本的下载地址在这里：http://sourceforge.net/projects/orx/files/orx /orx%20-%201.2%20%281984%29/

说实话，因为Orx目前没有好的工程文件管理系统，而又需要同时支持如此多的平台，iarwain光是为各个平台打包都花费了较长的时间。真希望有精通CMake的人能够帮他一把。将整个过程实现自动化。

新版本的Orx已经支持了目前所有的流行平台，添加了custom font和unicode支持，已经可以很好的显示中文及各类工具生成美化过的英文，iarwain为unicode的显示还自己写了一个字体工具，并且以zlib这样一个非常自由的协议发布。Have Fun!

贴一段Orx的新的Notes:

Orx - Portable Game Engine  (Version 1.2)

=============================================================================

Email iarwain [at] orx-project.org to contact the author; or better, check
orx's homepage at http://orx-project.org for the most up-to-date contact information.

This engine is licensed under the zlib license, see the LICENSE file for details.


Intro
-----

Orx is a 2D-oriented, data-driven, portable game engine focused primarily on extreme ease of use.

This is the final release for orx v1.2. If you find any bugs,
please report them at http://forum.orx-project.org, on the &quot;Bug report - Feature request&quot; board,
or via orx's SourceForge page/tracker.

The current features of orx engine are:
- hardware-accelerated rendering that provides: translation, anisotropic scale, rotation,
  transparency (alpha blending), different blending modes, coloring, tiling and mirroring
- automatic differential scrolling and depth scaling upon request
- animation engine (including a chaining graph &amp; custom animation events for synchronization)
- fragment (pixel) shader support
- collision handling and rigid body physics
- generic input system that abstracts keyboard, mouse, joystick, touch and accelerometer inputs
- powerful config system that makes orx data-driven and provides an easy to use load/save system
- powerful localization module
- camera/viewport scheme allowing multiple views displayed with camera translation, zoom and rotation
- visual FXs based on curve combinations
- spawners (provides an easy way to create particles or projectiles)
- 3D positioning using &quot;scene nodes&quot;
- custom bitmap font support
- music and spatialized sound support
- clock system that provides time consistency and allows time stretching + high precision timers
- event manager
- unicode support with UTF-8 encoding
- plugin system
- screenshot capture tool (supports bmp, png, jpg, tga and dds)

See ./doc/html directory for the doxygen documentation of orx's API.

You can find details about the tutorials (as well as community-made ones) and the data-driven side of orx
(ie. how to use the config system) on orx's wiki at: http://wiki.orx-project.org

The English version is the most complete one, Chinese and Spanish translations are being written by community members.


Supported Platforms
-------------------

The engine compiles and is tested for:
- Linux (x86/x86-64 with codelite)
- Win32 (msvs2005, msvs2008, msvs2010 and mingw32 with code::blocks or codelite)
- MacOS X (ppc/x86 with xcode), version 10.5+ for GLFW plugins (default version) and 10.4+ for SFML ones (no joystick support).
- iPhone/iPod Touch/iPad (simulator &amp; device with xcode)

The GP2X target is in debug stage and is not currently actively developed/maintained.


Versions
--------

Those are not revision versions but link/run versions.
Orx library can be compiled as a static or a dynamic library.
In addition to these modes, orx can be compiled as an embedded version or not.

Orx's core is basically platform-independent. All the platform/OS-dependent features
are implemented via plugins. These plugins can be loaded at runtime (hotplug) or
they can be embedded at linktime.

If you use the non-embedded versions, you'll have to specify which plugins to use.
This is more flexible but also requires additional files (the plugins themselves).
The embedded version will store everything in orx's library, meaning you won't be able
to choose which plugin to use at runtime, but will also be more compact. This will
also make orx run considerably faster.

From the download page you'll find precompiled binaries for Win32, Linux (x86) and MacOS X (ppc/x86)
using the dynamic embedded versions only.
If you want to use the non-embedded versions (to use with your own plugins)
or the static ones, you'll need to compile orx yourself from the source.
Everything compiles out-of-the-box for the hardware platforms cited above.

The embedded versions currently use:
- GLFW-based (+SOIL) plugins for display, joystick, keyboard and mouse for all non-iPhone platforms
- OpenAL-based (+libsndfile/stb_vorbis) plugins for sound
- Box2D-based plugin for physics
- homemade plugin for 2D rendering

- OpenGL/OpenAL-based plugins for display and sound on iPhone
- Touch/MultiTouch-based plugin for mouse on iPhone
- Accelerometer-based plugin for joystick on iPhone


Packages
--------

You can download all the packages from sourceforge (http://orx.sf.net).
Here is a list with a small description for each package.

- orx-doc-1.2.zip: orx's API doxygen documentation + PDF version of the English wiki (detailed tutorials and config system)

- orx-src-1.2.zip: orx's source code including build projects for
  . code::blocks (Win32 only, non-embedded versions)
  . codelite (Win32 and Linux, all versions)
  . msvs2005, msvs2008 &amp; msvs2010 (Win32 Visual Studio, all versions)
  . xcode (2.4+, for MacOS X, non-static versions, for iPhone/iPod Touch, static embedded versions)
NB: You'll need orx-extern-1.2.zip (orx plugins' external dependencies) if you intend to compile orx yourself.

- orx-extern-1.2.zip: orx's external dependencies. You will only *NEED* these if you
use orx-src-1.2.zip and you plan on compiling orx yourself. They are not neeeded otherwise.
The external libraries are usually modified versions of the original ones.
VERY IMPORTANT: If you want to compile orx yourself, you'll need these versions and not the official ones.
Warning for slow connections: this package is ~67MB.

- orx-tools-1.2.zip: orx's additional set of tools (Win32, Linux and MacOS X) containing:
  . orxCrypt  : command line tool to encrypt/decrypt/merge multiple config files
  . orxFontGen: command line tool based on FreeType2 for generating custom bitmap fonts (.tga texture &amp; .ini config file) from TrueType fonts

- orx-dev-linux-1.2.tar.bz2: orx's dynamic embedded precompiled binaries for Linux (x86), release and debug.
- orx-dev-mac-1.2.zip      : orx's dynamic embedded precompiled binaries for MacOS X (ppc/x86), release and debug.
- orx-dev-mingw-1.2.zip    : orx's dynamic embedded precompiled binaries for Win32 (mingw), release and debug.
- orx-dev-msvs2005-1.2.zip : orx's dynamic embedded precompiled binaries for Win32 (Visual Studio 2005), release and debug.
- orx-dev-msvs2008-1.2.zip : orx's dynamic embedded precompiled binaries for Win32 (Visual Studio 2008), release and debug.
- orx-dev-msvs2010-1.2.zip : orx's dynamic embedded precompiled binaries for Win32 (Visual Studio 2010), release and debug.

- orx-full-iphone-1.2.zip  : orx's static embedded precompiled binaries for iPhone/iPod Touch/iPad, release/debug, simulator/device + doc + source + XCode project file.

- orx-tutorial-linux-1.2.tar.bz2: orx's precompiled tutorial for Linux (x86), release only.
- orx-tutorial-mac-1.2.zip      : orx's precompiled tutorial for MacOS X (ppc/x86), release only.
- orx-tutorial-mingw-1.2.zip    : orx's precompiled tutorial for Win32 (mingw), release only.
- orx-tutorial-msvs2005-1.2.zip : orx's precompiled tutorial for Win32 (Visual Studio 2005), release only.
- orx-tutorial-msvs2008-1.2.zip : orx's precompiled tutorial for Win32 (Visual Studio 2008), release only.
- orx-tutorial-msvs2010-1.2.zip : orx's precompiled tutorial for Win32 (Visual Studio 2010), release only.

All the *-dev-* packages above include:
 . orx release/debug libraries used for linking
 . runtime release/debug orx libraries, launchers and config en/de-crypting tool
 . external runtime librairies needed on some platforms
 . headers to include at compile time
 . Template files exposing wich properties can be accessed using the config system (for user reference only, not needed by orx)

All the *-tutorial-* packages above include:
 . heavily commented source code for 11 basic and advanced tutorials
 . precompiled binaries (orx link library, orx runtime library and launcher, external runtime library)
 . headers to include at compile time
 . Template files exposing wich properties can be accessed using the config system (for user reference only, not needed by orx)
 . project files (xcode (MacOS X), codelite (Win32 mingw &amp; Linux x86), msvs2005 &amp; msvs2008)

NB: Most of the binaries have been packed using UPX (http://upx.sf.net) for the sake of bandwidth.
You can unpack them (upx -d) if you feel like it, but it shouldn't affect their execution anyway.


Compiling
---------
 
The easiest way to learn how to compile your project using orx for a given platform
is to look at the tutorial build project files. If you want to use another version
(tutorials use the dynamic embedded versions of orx), please look at
orx's launcher (main executable) build project file.

The debug version is far slower than the release one, but will output all the warning
and error messages useful for debugging.

Here's a quick list of the available compile preprocessor flags:
- __orxDEBUG__    : used to compile and link against the debug versions of orx library
                    (liborxd.a / orxd.lib / liborxd.dylib), if not specified it refers to
                    the release versions (liborx.a / orx.lib / liborx.dylib).
                    NB: If you want to link against the debug versions of orx library, you need
                    to specify it to your compiler!

- __orxSTATIC__   : used to compile and link against the static versions of orx library.
                    NB: If you want to link against the static versions of orx library, you need
                    to specify it to your compiler!

- __orxEMBEDDED__ : used to compile the embedded versions of orx library.
                    NB: this flag is *ONLY* needed when compiling orx library, not when linking
                    against it.

- __orxFREEBASIC__: used to compile and link the freebasic version of orx, still WIP.


There are other preprocessor flags used when compiling the orx library,
but those should be easy enough to decipher.
However, you might want to specify them manually for cross-compiling or
use them so that your code will behave differently depending on the architecture
for which you're compiling. Here's a quick list of these flags:
- __orxPPC__          : orx is being compiled for a PowerPC architecture
- __orxX86_64__       : orx is being compiled for a x86-64 architecture
- __orxLITTLE_ENDIAN  : orx is being compiled for a little endian architecture
- __orxBIG_ENDIAN     : orx is being compiled for a big endian architecture
- __orxGCC__          : orx is being compiled with gcc
- __orxMSVC__         : orx is being compiled with visual studio C/C++
- __orxWINDOWS__      : orx is being compiled for Win32
- __orxLINUX__        : orx is being compiled for Linux (x86)
- __orxMAC__          : orx is being compiled for MacOS X (ppc/x86)
- __orxIPHONE__       : orx is being compiled for iPhone/iPod Touch
- __orxWII__          : orx is being compiled for Wii
- __orxGP2X__         : orx is being compiled for GP2X (gcc-arm)
- __orxCPP__          : orx is being compiled with a C++ compiler
- __orxOBJC__         : orx is being compiled with an Objective-C compiler
- __orxFREEBASIC__    : orx is being compiled for FreeBasic
- __orxPLUGIN__       : a plugin for orx is being compiled
- __orxEXTERN__       : code using orx's library is being compiled


Comments
--------

If you have any questions, comments, ideas or reviews, feel free to post them
on orx's forum (http://forum.orx-project.org) or send them directly by mail to iarwain [at] orx-project.org

Enjoy!</description>
            <pubDate>Tue, 20 Jul 2010 03:02:14 -0600</pubDate>
        </item>
        <item>
            <title>Subject: The IPhone port build problem. - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=948#949</link>
            <description>Fixed in v1929. orxString_GetFirstCharacterID() -&gt; orxString_GetFirstCharacterCode()</description>
            <pubDate>Wed, 07 Jul 2010 20:28:43 -0600</pubDate>
        </item>
        <item>
            <title>Subject: orx 源代码分析？source code analysis - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=20&amp;id=941&amp;limit=6&amp;start=6#947</link>
            <description>另外，我感觉，即使是对Orx的使用没有任何兴趣，Orx的源代码也是一个宝贵的源码仓库，因为iarwain是个狂人，实现了那么多套插件，用了那么多东西，你可以在这里看到SDL,SFML,GLFW3种库实现同一套东西的代码，可以看到Box2D怎么与自己的sprite共同结合的代码，可以看到OpenGL,OpenGL ES完成显示部分的代码，还有OpenAL等声音方面的东西，还有怎么用C来管理内存，实现list,hashtable简直就是个源码宝库啊。。。。就我个人而言，在学习Box2D的时候，有的时候就在里面翻相关的代码看。</description>
            <pubDate>Tue, 06 Jul 2010 16:41:53 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Couldn't compile the device release box2d in svn. - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=937#940</link>
            <description>Have finished the problem and you have known that.But for anyone here knowing it, I explain it the same.
The problem exist in the old project in XCode, when you update/open it in new XCode, it exist this problem which is like a bug in XCode. You can fix it with more extern link or path set mannually.
Or, You could just create a new project for it.
If you Google the error information you could get a lot of same problems in the net and many solutions.</description>
            <pubDate>Mon, 05 Jul 2010 05:46:47 -0600</pubDate>
        </item>
        <item>
            <title>Subject: A window can't be killed. - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=916#939</link>
            <description>It's a security fix problem from microsoft.To visit this thread:
http://social.msdn.microsoft.com/Forums/en/vsdebug/thread/e6d4a4f5-7002-401a-90e1-6174d7f9e3ca

Here's the answer for 32bit: http://support.microsoft.com/kb/982551

Thanks to iarwain for find these. I have fix this problem</description>
            <pubDate>Tue, 29 Jun 2010 12:51:24 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Can't create a window with big display size. - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=891&amp;limit=6&amp;start=12#936</link>
            <description>The last time I saw the editor.Someone told me the JAVA version was better and worked well.The Qt version was on work.

I am glad to see that Orx will support a map editor.</description>
            <pubDate>Fri, 25 Jun 2010 20:36:52 -0600</pubDate>
        </item>
        <item>
            <title>Subject: how to change display dynamic - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=890#930</link>
            <description>I still can't catch what you means and I forgot ask it yesterday. Maybe I should see the orxBounce at first and ask you later.</description>
            <pubDate>Wed, 23 Jun 2010 03:43:59 -0600</pubDate>
        </item>
        <item>
            <title>Subject: efficiency problem. - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=885&amp;limit=6&amp;start=12#929</link>
            <description>OK, I knew that was what the exactly we did.We never used vsync before.</description>
            <pubDate>Wed, 23 Jun 2010 03:41:44 -0600</pubDate>
        </item>
        <item>
            <title>Subject: when orx support ipad? - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=823&amp;limit=6&amp;start=24#924</link>
            <description>Don't worry for the iPad, that should be only a temporary situation.
I intend to have Snow Leopard running on my computer at some point, but for now I already have enough on my plate!
I'll probably check that after moving in a couple of weeks.

As for the sampling, that didn't bring much information unfortunately, I'll try on my side. I'm pretty sure using the MainClockFrequency with no VSync will help you with iPhone/iPad development.</description>
            <pubDate>Tue, 22 Jun 2010 18:46:13 -0600</pubDate>
        </item>
        <item>
            <title>Subject: box2d assert when there is not a physics section. - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=882#886</link>
            <description>It's weird you're getting issues with the current svn version, I've tried it on 2 different computers, syncing from scratch and compiling the msvs2008 projects for both SFML and SDL plugins without any problem.

Anyway, 1.2 should come very soon now. :)</description>
            <pubDate>Fri, 18 Jun 2010 17:41:06 -0600</pubDate>
        </item>
        <item>
            <title>Subject: How to change text dynamic - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=863&amp;limit=6&amp;start=6#881</link>
            <description>Thanks for the links and the translation!

As for the meaning of orx, it's named after a swamp near my birth place, so it doesn't have a special meaning, I just happen to like the name. =)</description>
            <pubDate>Thu, 10 Jun 2010 22:30:30 -0600</pubDate>
        </item>
        <item>
            <title>Subject: ShaderList property on orxOBJECT - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=428&amp;limit=6&amp;start=6#869</link>
            <description>Hey Ryan,

Not sure you're still around but I wanted to let you know that the SDL plugins for orx are almost ready.

More specifically, the shaders can now be applied to only one object, a viewport or fullscreen as it was intended since the beginning. The performance have also been improved compared to the SFML plugin.

This is only available on the svn right now (and not activated by default as the SFML plugins are still the default ones till I'm done with the audio SDL plugin) but will be part of the next release if everything goes well. :)</description>
            <pubDate>Sun, 30 May 2010 11:51:01 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Crash In IPhone - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=849&amp;limit=6&amp;start=6#868</link>
            <description>I'll try to scale down the balls and try on my side then, as the tutorial never crashed with me and I've spawned hundreds &amp; hundreds of balls. =)

As for the release, I have two choices: either I do a release next week but OpenGL ES 2.0 won't be supported and the SDL plugins are not 100% ready for PC or I'll delay a bit more but it might even end up end of august as I'll probably have to move first (I signed an offer from another company on the other side of the continent :)).

As you're already using the svn version, the release wouldn't change much for you anyway.</description>
            <pubDate>Sun, 30 May 2010 11:45:38 -0600</pubDate>
        </item>
        <item>
            <title>Subject: File update area - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=14&amp;id=821#856</link>
            <description>Hey Matt,

No worries! :)

Let me know if there are other files you can't access. :)</description>
            <pubDate>Tue, 18 May 2010 16:33:39 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Another site for the ORX files - by: Alastriona</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=785#854</link>
            <description>The USA has a trade embargo in place with Cuba for some 40 years now. Sourceforge and Google, being owned by US based companies are forbidded by law to offer their services to Cubans. The same goes for Iran and North Korea I believe.</description>
            <pubDate>Sun, 16 May 2010 04:18:11 -0600</pubDate>
        </item>
        <item>
            <title>Subject: orx and xcode - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=670&amp;limit=6&amp;start=24#848</link>
            <description> Grey wrote: 
 The only difference between the coordinate system used in your image, and the one used in ORX, from what I can see, is that you are &quot;looking&quot; at the 0,0 point from a different camera position.


Example of a screen with 480x and 800y pixels:
In your image, you go from (0,0) to (480,800)
In ORX, you go from (-240,-400) to (240,400) 

Yes, I knew that,But that means many things.It's different.One means a screen coordinate and one means a world coordinate of a engine.</description>
            <pubDate>Sat, 15 May 2010 08:57:56 -0600</pubDate>
        </item>
        <item>
            <title>Subject: New Tutorials. - by: Grey</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=370&amp;limit=6&amp;start=30#847</link>
            <description>Hey Ronnygiga, sorry I took so long to reply, seems I missed this over the last few days :(

Could you be more specific about what you need? I'd prefer not to upload &quot;complete files&quot;, as just copy/pasting them doesn't really teach you anything about what's going on or why. If there is something missing from my tutorials I'll be happy to fix that however!</description>
            <pubDate>Fri, 14 May 2010 14:29:05 -0600</pubDate>
        </item>
        <item>
            <title>Subject: About Text display on IPhone - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=807#844</link>
            <description>OK，I will try it myself or wait for your tutorial.</description>
            <pubDate>Fri, 14 May 2010 06:48:07 -0600</pubDate>
        </item>
        <item>
            <title>Subject: SVN ORX and visual C++ 2010 - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=645&amp;limit=6&amp;start=18#832</link>
            <description>I wish someone will add display/render plugins using libcaca one day! :D
http://caca.zoy.org/wiki/libcaca</description>
            <pubDate>Thu, 13 May 2010 16:39:51 -0600</pubDate>
        </item>
        <item>
            <title>Subject: WIP: Tower Defence - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=354&amp;limit=6&amp;start=12#830</link>
            <description>Weird, the link works fine here.</description>
            <pubDate>Thu, 13 May 2010 16:34:01 -0600</pubDate>
        </item>
        <item>
            <title>Subject: I can't believe I fix the IPhone touch things! - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=779&amp;limit=6&amp;start=6#822</link>
            <description>OK,I knew that.Thank you.</description>
            <pubDate>Thu, 13 May 2010 08:10:22 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Getting started with orx - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=508&amp;limit=6&amp;start=12#810</link>
            <description> milleja46 wrote: 
 Ok, i'm back and have a question because i don't remember much about orx:
  1.) Can orx handle 3d? 

All the objects use abstract date and are in a 3D space, however no 3D plugins have been written so far, so the short answer is no.

 
  2.) Can io do vb.net in it(if i convert the code)? 

No .NET bindings have been written for orx yet. If you want to contribute to them, you're more than welcome to do so. :)</description>
            <pubDate>Wed, 12 May 2010 16:01:32 -0600</pubDate>
        </item>
        <item>
            <title>Subject: New people! - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=20&amp;limit=6&amp;start=84#791</link>
            <description>As Grey already said, welcome here and don't hesitate if you have any question regarding orx. :)</description>
            <pubDate>Tue, 11 May 2010 21:30:11 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Rotation problem in IPhone - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=750&amp;limit=6&amp;start=6#777</link>
            <description>So wrong way i was in...............</description>
            <pubDate>Mon, 10 May 2010 06:48:20 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Strange physics simulate - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=751&amp;limit=6&amp;start=6#771</link>
            <description>Never be too low-level to be a great programmer.If I want just use orx,I still should know something about box2d,it's nag me.</description>
            <pubDate>Sun, 09 May 2010 13:41:08 -0600</pubDate>
        </item>
        <item>
            <title>Subject: can't accuracy pick object In IPhone - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=729&amp;limit=6&amp;start=12#765</link>
            <description>Oh, you are so kind.....</description>
            <pubDate>Sun, 09 May 2010 12:40:07 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Loading objects from not an ini file. hint: sqlite - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=744#755</link>
            <description> Neocognitron wrote: 
 I'm sorry if this is covered in some topic somewhere.  I was unable to find it in a few searches, but I'm rather sleep deprived so I may not have been searching at optimum efficiency:P 

Hi Neocognitron, welcome here! :)

I don't think your particular question has been covered in the forums. I remembered Orgos asking me the same thing but I don't think it was on the forums.

 I am wanting to port my alpha version game project from Allegro to Orx2D.  All the game data is stored in an sqlite3 database.  Bitmaps, powers, items, stuff and more stuff.  Its a roguelike, so, you know, buncha tables for random generation of things.

So the question is -- Is it possible to load things directly into Orx at runtime?  Can I just build the objects as needed from serialized data, or does it all have to be in a single file upon init? 

So, as Grey pointed out, everything doesn't have to be in a single file. You can have as many file as you want, either linked to the base config file or loaded at real time programmatically.

However, right now external data needs to be loaded from files and can't be loaded from memory pointers. With the recent exception of bitmaps/textures (I needed that feature so as to be able to load the default font from memory).

 I realize I could write a routine to build an ini file with the salient data before Init(), but that would be bothersome and clunky and lack elegance. 

I don't know if it'd be of any help, but instead of creating INI-formatted data, you can use setters (orxConfig_Select*/orxConfig_Set*) to fill the content of the config module directly in memory. Of course it's a bit more tedious than feeding the module a file, but it still works at runtime and is pretty flexible.

As Grey pointed out again, there was a talk about making plugins for the config reading (to support other formats such as JSON, XML or even databases). But I don't think there was any follow up about this.

 Is there a way to build an object from arguments passed from code rather than from files? 

As I said, it can only be done for bitmaps/textures right now. But it's something I'll definitely support in the future.

For the config you can use setters (if there are some missing let me know, I recently added some config inheritance handling functions for Eyecreate's Pey needs), so you will only lack sound/music data support if I'm correct.

You can have a look at orxFont.c:182 orxFont_CreateDefaultFont() to see how to load a texture/bitmap memory.

As for what you need before init, it's only the display &amp; physics setup info.
Viewports, cameras and anything else can be done afterwards.

Let me know if you have any other issues. :)

Good luck for your finals. :)</description>
            <pubDate>Sat, 08 May 2010 16:28:07 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Suggestion: 00_Framework - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=185&amp;limit=6&amp;start=6#735</link>
            <description>I think if there is something like button or menu,It would be much better..........(I mean on IPhone)</description>
            <pubDate>Thu, 06 May 2010 20:27:23 -0600</pubDate>
        </item>
        <item>
            <title>Subject: LGPL Licence on IPhone question - by: jtianling</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=709&amp;limit=6&amp;start=6#727</link>
            <description>I'm sorry I was wrong.
Zlib license also need a license text included.

from WIKI:
The license only has the following points to be accounted for:

    * Software is used on 'as-is' basis. Authors are not liable for any damages arising from its use.
    * The distribution of a modified version of the software is subject to the following restrictions:
         1. The authorship of the original software must not be misrepresented,
         2. Altered source versions must not be misrepresented as being the original software, and
         3. The license notice must not be removed from source distributions.

The license does not require source code to be made available if distributing binary code.</description>
            <pubDate>Wed, 28 Apr 2010 22:06:05 -0600</pubDate>
        </item>
        <item>
            <title>Subject: New people - by: smchronos</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=687&amp;limit=6&amp;start=6#711</link>
            <description> eyecreate wrote :
 If you have experience with C++ and Qt, then maybe you could help me with my Pey project I've been working on.(though, beware of the code, it does eat children  ) I started making it so that I could immerse myself in the Orx code and make tools to make it easier to design the game I'm going to create with Orx. You're welcome to create your own, though, if you have a better idea or just want to do your own project. 
I'd love to be of help! I also think that trying my best to contribute to something will also help me develop with regard to C++. I have some experience with C++ but none with Qt; however, I'll take a look at how it is structured and see if I can understand it enough to be of help. I'll let you know how it turns out!</description>
            <pubDate>Sun, 25 Apr 2010 10:32:05 -0600</pubDate>
        </item>
        <item>
            <title>Subject: First steps, first project - by: eyecreate</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=298&amp;limit=6&amp;start=36#707</link>
            <description>I can't seem to recreate it now. I think it was physics related, as it only happened when I rammed into a box that was in the air about to go off a side of the screen. Hopefully it's what you were talking about, iarwain.</description>
            <pubDate>Sat, 24 Apr 2010 19:41:29 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Pey - Orx Project Organizer - by: eyecreate</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=650&amp;limit=6&amp;start=24#703</link>
            <description>Thanks, I hope to see Pey turn out how I originally plan!</description>
            <pubDate>Wed, 21 Apr 2010 08:30:19 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Activity - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=685#686</link>
            <description>Actually the iPhone port is almost done since last week. There's probably 1-2 hours of work left for the beta but I haven't been able to code a single line for days due to a pretty sick baby. :/

I've added custom bitmap support in orx, available in SFML plugins (win/linux/mac) and almost finished on iPhone (that's the 1-2 hours of work left). I now need to find a nice free font to embed in orx as default: right now I'm using dina which is a great font but lacks accents support.

I'm also on vacation, so the beta release will have to wait for mid-april. =)

That being said, after the beta release and before a final release, I plan on adding support for OpenGL ES 2 fur iPhone 3GS/iPod Touch 3G so as to enable shaders for these models.</description>
            <pubDate>Sat, 20 Mar 2010 20:04:09 -0600</pubDate>
        </item>
        <item>
            <title>Subject: Problems on Linux - by: eyecreate</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=660#668</link>
            <description>I was actually just playing with the engine tonight, and still compiles fine for me. 
After downloading from SVN, the steps I took for a working build were:
1.move to &quot;orx/extern/Box2D_2.0.1/Orx/build/codelite/&quot; folder and build workspace in codelite
2. move to &quot;orx/extern/SFML-1.5/src/SFML/&quot; and run make
3.move to &quot;orx/code/build/codelite/&quot; and build workspace in codelite

I then had a working orx executable in the &quot;orx/code/bin/&quot; folder.</description>
            <pubDate>Tue, 16 Feb 2010 20:29:30 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Mushroom Stew (aka ProjectX) - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=494&amp;limit=6&amp;start=60#663</link>
            <description>I know at least the source of 3 of the votes, so I'm not sure Mushroom Stew did a good work of advertising Orx! ;) But anyway, it was fun doing it and it was a good proof of concept for Scroll.

Not mentioning the fact I could add some screenshots to the website. :)</description>
            <pubDate>Mon, 08 Feb 2010 20:03:01 -0700</pubDate>
        </item>
        <item>
            <title>Subject: v1.1 has been released! - by: smchronos</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=18&amp;id=641#656</link>
            <description>I can't believe that no one has replied to this topic! There's quite a few updated from 1.0, which is really good! I've just started to try out Orx myself (been playing around with what I can understand from the documentation).</description>
            <pubDate>Sun, 07 Feb 2010 12:50:06 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Threading ORX - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=479#642</link>
            <description>Hi oitORX,

In the latest release (v1.1 released today), the game loop has been modified and should now adapt pretty well to the data parallel model.

All the updates called through orxObject_UpdateAll() (ie. the callbacks registered by each structure in the call to orxStructure_Register()) are independent for objects that are not linked in a parent/child way.

So basically, building the buckets should be made knowing the number of wanted threads (based on the number of available cores) and knowing the object-frame hierarchy. Every object which parent is the root frame is independent from any other object as long as it doesn't have any children. So as to make this detection easier, it would be probably a good thing to store the owner in the frames (as frames can be owned by other structures than objects).

I'm currently focused on the iPhone port of orx, but when I'm done in a couple of weeks (hopefully), I'll be happy to help with multi-threading orx if you're interested. This first approach to multi-threading should not be too complex to implement and will allow to parallelize tasks such as animation, spawners, FX and sound updates without having to worry about concurrent accesses.</description>
            <pubDate>Tue, 26 Jan 2010 20:35:01 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Cursed lifes:Part I: Argondon Kingdom - by: milleja46</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=507&amp;limit=6&amp;start=12#640</link>
            <description>Ok can't wait to see it.</description>
            <pubDate>Sat, 23 Jan 2010 20:08:09 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Sprites - by: milleja46</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=618&amp;limit=6&amp;start=6#639</link>
            <description>Yeah i understand that. And know that's what they meant by the site.</description>
            <pubDate>Thu, 21 Jan 2010 14:46:56 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Timers - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=586&amp;limit=6&amp;start=6#620</link>
            <description>I'm glad you find the timers helpful. I've been wanting to add them for ages but never took the time to do so. Which was ridiculous of me as it was a mere 2-3 hours work total.

Their precision is the exact same one as the clock. So if you register them on a 60Hz clock, their precision is 1/60s (not including the OS-dependent time precision which is too small to be taken in account here).

Also note that the timers are influenced by the time modifier of the associated clock, ie. if you slow down the clock, timers will also slow down. :)

Lastly, you can safely remove a timer from within its callback. For example, if you register a timer with a function MyTimer() and a repetition of -1 (infinite), you can safely remove this timer with a call to orxClock_RemoveTimer() from inside MyTimer(). The timer is actually flagged as obsolete and memory will be freed during the next clock update.</description>
            <pubDate>Tue, 19 Jan 2010 13:52:31 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Game-ready model shops - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=466#609</link>
            <description>You know it might be a bit pointless to advertise for commercial  3D  models sites on a  2D  game engine forum...</description>
            <pubDate>Fri, 15 Jan 2010 09:32:20 -0700</pubDate>
        </item>
        <item>
            <title>Subject: PHP streaming error - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=14&amp;id=501#502</link>
            <description>Thanks for the report, Matt!

It's fixed! =)</description>
            <pubDate>Sun, 13 Dec 2009 18:56:24 -0700</pubDate>
        </item>
        <item>
            <title>Subject: CLI wrapper for orx  (mORX) - by: Alastriona</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=13&amp;id=234&amp;limit=6&amp;start=6#499</link>
            <description>Yeah that will work, with my solution using the project files from the m ain orx branch it should always be up to date. I hadn't thought of that yet. I guess I can do it myself if I feel its needed before you get the chance. but for now I think I can keep working in the branch.</description>
            <pubDate>Wed, 09 Dec 2009 04:10:58 -0700</pubDate>
        </item>
        <item>
            <title>Subject: Source compilation error - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=480#493</link>
            <description>The embedded version gains in ease of use what it looses in flexibility (but no one really cares about changing the loaded plugins on the fly anyway).

As for the svn version, some of the online tutorials refers to it and it is really recommanded to switch to it instead of the now old 1.0 release.

As soon as I find a willing person to compile the msvs2005 files, I'll do the 1.1 release but no one seems to want/be able to help with that.</description>
            <pubDate>Thu, 03 Dec 2009 13:24:18 -0700</pubDate>
        </item>
        <item>
            <title>Subject: joints - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=486#492</link>
            <description>Ahah, thanks for your appreciation of my work, but I promise I won't release the hounds on you! :D

Also, if you feel like contributing for the joints in the future, let me know, I'll be happy to help with that (ie. let you do all the dirty hard work and take care of the code presentation ;)).

As for the clocks, no hurry, I was just being curious as I didn't extensively test that feature. :)</description>
            <pubDate>Thu, 03 Dec 2009 13:20:43 -0700</pubDate>
        </item>
        <item>
            <title>Subject: &quot;Failed to update object structure&quot; - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=281&amp;limit=6&amp;start=18#489</link>
            <description>As for the problem at the beginning of the thread, you shouldn't have this message anymore with the current version of orx on svn (revision 1665):  objects with physical properties (aka bodies) will normally update even if they have a parent! 

That also means that objects that have physical properties and a parent won't follow the parent as the physics simulation will have the last word! But it's still useful for creating scene of objects that have a body using the ChildList config property. :)</description>
            <pubDate>Thu, 03 Dec 2009 02:01:09 -0700</pubDate>
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            <title>Subject: What's in the pipes, what's next, what to expect.. - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=64&amp;limit=6&amp;start=12#471</link>
            <description>Hey, nice to see you here, Iggy! =)

I'm sure Nico and I will soon be back on track on our project too, lately I've been able to have more free time to code again.

I have family here for 2 weeks, but after that I'll mainly focus on orx and side projects. =)</description>
            <pubDate>Sun, 29 Nov 2009 11:36:35 -0700</pubDate>
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            <title>Subject: object based clocks - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=439&amp;limit=6&amp;start=6#460</link>
            <description>As seen here (http://orx-project.org/wiki/en/orx/config/settings_structure/orxclock), Clocks can now be created through the config system and associated to objects with the Object.Clock property. SVN version only for now. :)</description>
            <pubDate>Fri, 20 Nov 2009 07:19:24 -0700</pubDate>
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            <title>Subject: getting to know orx - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=205&amp;limit=6&amp;start=6#449</link>
            <description>Good summary.

Eyecreate is right: orx doesn't have a network layer (yet) but you can still use your own.

So for multiplayer games, if you go for a full deterministic scheme (CPU intensive), every players will experience the slowdown , otherwise there'd be a divergence in your simulation. On the other hand, in a full-replicated mode (Network intensive), that has not much influences as clients will have replicated objects from the server. In both cases, orx doesn't have network modes so any of this approach has to be manually handled of of the engine.

There are two easy answers to this problem for multiplayer:
- Remove the maxed out component (or give it a very high value, probably your time out, like 5-10 secs) =&gt; this might induce physics simulation divergences with big DTs
- Change the update in the physics plugin so as to use accumulators and multi-update per frames =&gt; this might induce big jerkiness on physical objects at low FPS but will prevent getting out of sync. This require ~5-10 lines of code in orxPlugin_Box2D.cpp. I'll probably add some similar mode myself the day I'll add a network layer to orx. :)</description>
            <pubDate>Wed, 18 Nov 2009 16:47:10 -0700</pubDate>
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            <title>Subject: Box2D Joints - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=73&amp;limit=6&amp;start=12#427</link>
            <description>I was about to suggest starting a new thread! :)

I'll continue this in pm so we can figure out what's going wrong.</description>
            <pubDate>Thu, 12 Nov 2009 11:46:29 -0700</pubDate>
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            <title>Subject: orx++ and jorx in the make - by: Alastriona</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=387&amp;limit=6&amp;start=6#414</link>
            <description> iarwain wrote: 
 Hi aq1018 and welcome here!

1) orx++ sounds good to me. I know that Alastriona began wrapping orx for managed C++ (if I'm not incorrect), so yu might benefit or his work if it can make the task less tedious to you.  

Yeah the code to wrap it is actually mixed native C++ and CLI/C++ (successor to managed C++), this will allow people to use any (atm just .NET) managed language to talk to orx. Not sure if this would be helpful to anyone making a native wrapper though.

I was actually planning to make a native wrapper someday but I decided to continue with the managed one first. So I am glad to see someone picking this up.

 
(but boring, lol)
 

I'm having the same with morx atm. after conquering initial challenges its got a bit more dull and im not making as much progress as wehn it was still challenging :P.</description>
            <pubDate>Fri, 06 Nov 2009 15:31:21 -0700</pubDate>
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            <title>Subject: Quick questions - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=410#413</link>
            <description>1) Top of the todo list in orxInclude.h (should appear in the todo section in the doxygen doc page).

orxCHAR should be defined differently to support unicode. orxConfig's parser should also be revisited for that. I'm no expert in unicode so I don't know if adding the support is fast or not and if it requires the use of an external library.

There again, orx's core doesn't have such dependency so if unicode is supported in standard libraries I'll be more than happy to add its support directly in the core. But again, I'm lacking time and I've never done coded anything about unicode.

2) There are 2 basic things lacking for the 3D rendering: a matrix module and a 3D render plugin. Once a matrix module has been added, orxFRAME module has to be modified so as to use them. After that, orxGRAPHIC/orxANIM types are data-independent, so it's only the render plugin that know what to do with them. Given that, it'll be easier to write a 3D render plugin either home made or based on any external library (Ogre3D, CrystalSpace, etc...).
No one worked on that for ages as when it was planned goes back to when there was a team on orx, not only me. Right now it's not one of my priority (short term priorities: SDL/OpenGL/OpenAL plugins to have an alternative to SFML + iPhone support).</description>
            <pubDate>Wed, 04 Nov 2009 06:55:36 -0700</pubDate>
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            <title>Subject: Decoupling Config from Orx ? - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=388&amp;limit=6&amp;start=6#411</link>
            <description>Hi!

I currently have a baby, including its colics, in my arms so I'll only reply shortly. =)

Makes perfect sense to me! However, I quickly thought about another alternative (that requires less work). Why not using the config system as it is, with the _CreateFromConfig. The only things that would change would be the addition of plugins to read other type of files (xml, bsml, json, ...) and that will then add those info in the main config repository using the orxConfig_Set functions (as it's done in code on the fly when you want to alterate/add new config info). Do you see a major reason why this wouldn't be a viable solution?
As I'm still a bit sleep-depraved I might have overlooked some obvious obstacles. =)</description>
            <pubDate>Wed, 04 Nov 2009 06:45:06 -0700</pubDate>
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            <title>Subject: Using Orx with Cygwin - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=385&amp;limit=6&amp;start=6#404</link>
            <description> BrningApollo wrote: 
 Right now I am getting the following error:

Configure: Warning: you should use --build, --host, --target
Configure: Warning: you should use --build, --host, --target
Confidure: error: Cannot run /bin/sh ./config.sub

-BrningApollo 

Oh, compiling orx will work out-of-the-box for the IDE project files (msvs2005, msvs2008, codelite (mingw/linux), xcode (mac)). However, the makefile are a bit tricky and rather outdated.

The configure was done by someone who isn't on the project anymore and I'm not sure this ever worked. I completely forgot about it!

The makefile for mingw/linux should work though, but you won't be able to build the embedded version of orx with them: only the standard version which means plugins need to be loaded at runtime instead of being embedded at compile time. It's probably a way you don't want to go for now. If someone wants to help me with the mess makefiles are currently, I'll be more than happy as I wasn't the one doing all this part and it's now pretty outdated.</description>
            <pubDate>Thu, 29 Oct 2009 00:20:37 -0600</pubDate>
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            <title>Subject: Fun With Config Files [Solved!] - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=16&amp;id=363#367</link>
            <description>It sure does. This happens to me all the time. ;)

I've added a debug message when orx can't open a config file, this should help tracking this kind of issues. =)</description>
            <pubDate>Fri, 09 Oct 2009 16:20:07 -0600</pubDate>
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            <title>Subject: ScreenHeight &amp; ScreenWidth not changing window - by: iarwain</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=17&amp;id=349#355</link>
            <description> Grey wrote: 
 Well, I've finally got those variables working... turns out, actually -reading- helps with comprehension! 

:-)) 

Would it means that I didn't write doc for nothin then? ;)

Glad you figured out how things work. If you have any suggestions/comments, please let me know!

 I'm using the 'helper function' ( orx_Execute ), which in turn seems to want the default ini named the same as the executable. Following this thought pattern has my program behaving itself thankfully. 

If you have a look at http://orx-project.org/wiki/en/orx/config/main you'll find more info about how things work (including the fancy syntax and all the properties recognized by orx as well as how to include as many config files as you want). 

 Now that I seem to have initialisation working, it's time to start putting something together with it... 

Again, if you have any questions, feel free to ask. :)</description>
            <pubDate>Sun, 04 Oct 2009 13:14:18 -0600</pubDate>
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        <item>
            <title>Subject: Suggestion for a new tutorial. - by: Grey</title>
            <link>http://orx-project.org/forum?func=view&amp;catid=12&amp;id=346#348</link>
            <description>Readme file... now that's something I should actually get around to reading ... :D</description>
            <pubDate>Sat, 03 Oct 2009 04:48:26 -0600</pubDate>
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