Orx - Portable Game Engine
Spawner/particle tutorial base
12 March 2009


I've simplified the particle test some of you might have seen when looking at this thread. It now uses the latest orx version (svn).


It shows that in only very few lines of code (actually 4 real code lines) you can create an exe based on orx that will spawn particles of a lot of different kinds (additive blend, masking, text, etc...). Try playing with the config files if you want to see what I mean. You can begin by uncommenting one (or both) of the last 2 lines in particle.ini.


You can even add collision/physics to them without having to add a single line of code. I'd like to use this as a base for the upcoming spawner tutorial. If you have any neat idea of what to show with it, please drop me a line! :)


Any feedback is welcome, as usual! ;)


Good night!


- iarwain


Last Updated on Thursday, 12 March 2009 06:40
Help wanted!
08 March 2009

Hello everyone!


I know it's been a while since the latest news here, but I've been polishing orx for the 1.0 release. I'm getting very close to it but I still need to work on a few details.

There are 3 main points: making a better package for MacOS X (ie. producing a framework for orx and not simply dynamic libraries), adding a couple of tutorials, writing readmes and doc files.


That's where you can help! I'm no expert in MacOS X, so if anyone has a some knowledge how application/librairies have to be packaged on this system, this would be extremely helpful!


Also, if you have any idea on which tutorials would help newcomers, or even if you have some sample code that you think would fit perfectly for tutorials, please contact me.


Last thing, about the readmes and doc files, I'll take care of them myself, but if anyone want to translate them in their mother language, please let me know. A wiki will be added in the future but I'm currently running out of time, so, unless if someone wants to take care of this, it'll have to wait a bit.


Another last piece of code might be included for the 1.0 release, it'll be a generic trigger object (with some default behaviors like entering/leaving a space, but also customizable with your own callbacks) that will use the event system for notifications.

I'm currently spending a lot of time on personal projets based on orx, so things might go slowly for the 3 mentionned points above unless I get some help!

Thanks for reading! Smile

- iarwain


Last Updated on Sunday, 08 March 2009 22:53
Happy new year and welcome to the year of the apple!
19 January 2009

Hi all!

Sorry for not having posted news for a long time. But here's one: orx is fully working on mac OS X/Intel!

It still uses SFML, with the current latest svn version (that fixes a couple of issues) and I had to patch a few things here and there (mostly to work around some crashs in SFML string/font handling for mac & linux).


So, what next? Well, first of all, I'll release a new version of orx soon that will be fully functional on windows, mac & linux (some execution annoyances were also fixed for linux in the process). So you can expect orx 1.0 to be soon out!


Not that we've met all the "requirements" from the roadmap, but having a fully working version on the 3 main platforms deserves this number. Laughing

After that, improvements and new features (and a some work on the site too!) will follow and I invite you to havea look to the forum for more precisions. Smile


See you all!


- iarwain

Last Updated on Monday, 19 January 2009 08:48
I see a mac!
13 December 2008

So, basically, 6 days ago I bought a macbook.

2 days ago, I got orx fully working on it. It turned out to be a very fast porting, at least for the core and some plugins.


However, the SFML-based plugins were a bit harder. SFML hasn't been released for Mac OS X since its 1.1 version. Orx uses SFML 1.3. I had to take the current svn version of SFML (#950), modify it a bit to prevent some deadlock at start on windows when having joystick plugged, and it worked.


My current issue is that it still has a couple of bugs. For example, mouse tracking is broken, exceptions are sent when displaying text in orx (weirdly enough, when orx is launched through a debugger, everything goes fine, ...)  So, to sum it up, has a few annoying bug in its Mac OS X version. Hopefully, all this will disappear when 1.4 version will be released.


I'm still happy using SFML as my main plugin underlying library, but I'm using very few of its features as all ressources management are handled by orx anyway. Actually, only the 3D hardware accelerated display (using openGL) and its font/text display management is what I need. Everything else could be found in SDL.


SDL plugins will be needed for PSP and other platforms versions anyway, so I'm considering swapping the main plugins dev from SFML to SDL, except that... I'm lacking time!

I'm currently working on 3 different game projects, all based on orx, with a 4th one starting in january. I also still want to continue implementing features in orx (like network support, post rendering FX or global input management): I'm kind of stuck with SFML for now.


Unless, of course, one of you who read this might like to contribute to orx's dev (and its plugins support). If so, I'd love to hear from you. Just drop me a line on the forum or in PM. =)


Good evening!


- iarwain

Last Updated on Wednesday, 14 January 2009 01:19
Full text support
05 December 2008

Hi there!


It's been a while, I know. Lately I've been working on a couple of game prototypes with different friends (all based on orx, of course Wink). So as you might guess, I didn't worked a lot on orx those last weeks, except for some minor tweaks and bug fixes.


This is partly true. Yesterday I spent my whole day working on it to add full text support in orx. Of course, the engine had previous text support (otherwise you wouldn't see the FPS display on some of the screenshots, and no, they aren't photoshoped afterward Tongue out). But now, displaying text is really easy! It's actually as easy as using textures for an object.


As a matter of fact, graphic objects can now use either textures or texts. With no extra code required. The best example is the particle test I made a couple of weeks ago. I didn't touch one line of code, just added a couple of lines in the .ini file, and tadaa: you can see the result in the screenshots section (or if you want to see it move and make sure the FPS display wasn't photoshoped, you can fint it here Wink).


G'night all!


- iarwain

Last Updated on Wednesday, 14 January 2009 01:19

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