Orx - Portable Game Engine
Quite a few news!
18 November 2012

Well the last post here is quite old but that doesn't mean nothing happened over the last few months. It's actually quite the contrary! Smile

 

1. Mercurial

Since  the last udpate, orx's source repository was migrated to Mercurial on bitbucket. If you have any feature request/bug report, you can use bitbucket's issue tracker.

 

2. New features 

A few new features have been added too! 

  • There's a timeline module that allows to create timelines of events from config.
  • There's a command module that allows people to evaluate text commands. Custom commands can easily be added by users at runtime. You can find more info on the forum or with the notes Acksys has been taking down on the wiki.
    By combining timelines and commands, one can have a mini scripting language as his disposition. For example, making a standard simple UI system based on menus and buttons can now be done with less than 10 lines of C++ code and driven entirely from config with commands and timelines.
  • console has been added. That means one can execute commands on the fly during runtime from the console. Whether it is for tweaking config values or creating and modifying objects on the fly, the console is here to help.
  • 2D textured polygons (meshes) can now be easily drawn using the orxDisplay API.

 

3. Releases and future developments

As you've noticed, the latest package release (1.3rc0) is now seriously outdated and considered deprecated. However making a release by hand the way it has been done in the past requires too much effort (over 6 hours for a release if everything goes fine).

That's why we're currently trying to automatize our build process. To do so, we've chosen Premake to replace all our hand-edited project files and Buildbot to handle the continuous integration part.

 

And that's where you can come in and help us.

 

  • We've had to modify the current version of Premake in order to generate all the configurations we need and there's still some work to be done in order to support OS X and iOS projects.
  • When this is done, we'll need to setup a whole Buildbot-based compile farm. We'll need help writing the configuration scripts for all the platforms.
  • We'll also need to have Buildbot slave machines that will be used to compile and package the builds. Those machines don't have to be connected all the time, only the server does. When a slave gets available, the master will dispatch work to it, only if needed.
    Having a variety of slaves that can compile for different platforms (hopefully covering all those supported by orx: win32 mingw/visual studio, linux 32/64, OS X 32/64/PPC, iOS, Android, ...) would be great.
 
There's a forum post containing more info on the whole mercurial, premake, buildbot plans. Feel free to reply there if you have any comments or suggestions.
 
  

4. Community (forum, wiki, games, tools and editors)

And to finish, the community has been pretty active lately too. A few tools and editors have been created, ranging from SVG -> physics shape exporter to a full-fledged IDE project.

A couple of games made with orx by community users have also been announced!

Most of those projects have been announced on the Projects section of the forum and some of them are being hosted on Bitbucket under the same account as orx.

 

Lastly, any contribution to the wiki (tutorials, tricks, translations, ...), the forum itself (to help answering new users questions and make the community grow) or even the website (finding someone willing to improve the website design would be awesome!) is more than welcome.

 

Thanks for reading,

- iarwain

 

Last Updated on Sunday, 18 November 2012 02:54
 
New animation system
07 April 2012

Hey all,

 

I'm finally resuming work on the 2D skeleton animation support for orx and I'd like to simplify config definition for the whole animation system in the same process.

 

If you have any ideas or suggestions, here's the post I just wrote on this topic.

 

Thanks in advance!

 

- iarwain

 

Last Updated on Saturday, 07 April 2012 00:11
 
Molyjam 2012
07 April 2012

Last week end took place molyjam 2012. A game jam based on @petermolydeux tweets.

 

I actually used orx (and Scroll) to build a prototype game for two players with my friend Mark Cooke.

We named it Breaktris and it got quite a lot of unexpected attention over the last week and got mentioned on sites such as KotakuEdge and IndieGames.

 

Here's the link to the prototype page if you're curious to try it by yourself (windows, linux and os x).

 

Not sure what we're going to do with in in the future but it was sure a nice and fun experience to create it! Smile

 

Cheers,

 

- iarwain

 

Last Updated on Saturday, 07 April 2012 00:07
 
Some new community tutorials to celebrate 2012!
16 January 2012

Hi everybody!

 

Well, first of all we wish you all a happy new year 2012, a bit late, as usual. Embarassed

 

Now some news: we have some new interesting community tutorials, here are some details about the most recent ones.

 

Grey has added a much useful tutorial for those who want to compile orx from source. As you'll see it's pretty straightforward and doesn't require any real work at all. You can find this tutorial here.

 

I also added my first community tutorial about off-screen rendering/compositing with a simple two-pass 2D lighting example. Here it is!

 

And don't forget to check other very useful community tutorials made by sausage, tdomhan, newton64 and laschweinski. You can find them all here.

 

Finally, a big thank you to all of you who have contributed to the wiki and to the forum.

It's really nice to see the community shaping up and growing. We hope it's going to expand even more this year!

 

If you have any questions/comments, as usual, please let us know!

 

Cheers,

- iarwain

 

Last Updated on Monday, 16 January 2012 03:25
 
Distance Field Ray Marching
26 September 2011

Last Friday we had a Graphics Jam at work to try new rendering techniques/stuff. Most of the participants went to try hardware tessellation or compute shaders with DirectCompute but I tried to do some distance field ray marching.

 

I've been tempted to try it for a while since I read IQ's Rendering Worlds With Two Triangles. As we only had one day to work on it, I thought I'd use orx as a base framework. My entry is very basic compared to what you can find using that technique on internet, especially when looking at some demoscene prods, but I'm no graphics programmer. =)

 

I'm simply posting some screenshots here to show that even if orx is a 2D-oriented engine, you can still do nice looking 3D stuff with it without too much trouble. 

 

Unfortunately the soft shadow rendering didn't work on my work computer, so the screenshots won't have any shadows. I'll try to post new ones from home if I remember.

Last Updated on Monday, 26 September 2011 21:06
 
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