Orx - Portable Game Engine
iPhone programming riddle
03 March 2010

orxTest.mm + orxTest.ini + data + ?

Last Updated on Saturday, 06 March 2010 03:19
 
And then there was... sound!
02 March 2010

Hi all,

 

Just a few lines to give a small update on the iPhone port. So far everything went perfectly well. Sound is now completely supported by orx on iPhone (both FXs and streams). :)

 

Last step before releasing a beta: add custom bitmap font support to orx so that texts can be rendered on iPhone. I don't have any ETA as I'm about to leave for 4 weeks and I'll probably won't work much on this meanwhile.

 

However, if you're curious to try the port by yourself (fully functional except for text rendering), the current iPhone version is available from the SVN: look for the xcode project file in /code/build/mac/xcode/orx-iphone.

 

As I don't have an IDP, I can't test orx on a real device but only on the simulator. So if someone with an IDP is willing to try orx's iPhone test demo on a real device, please let me know if you encounter any issue!

 

- iarwain

 

Last Updated on Tuesday, 02 March 2010 00:50
 
iPhone, uPhone, he/shePhone?
19 February 2010

Erm, sorry for the lack of inspiration for the title. -_-

 

So orx on iPhone/iPod Touch is coming nicely. So far all the core features are available. 

As for the plugins, the rendering works correctly (OpenGL ES 1.1 for now, so no support for shaders) but text aren't supported yet.

 

The mouse plugin works and simulate a one-button mouse given the touch information the device provide.

The full events (including multiple touches) are also forwarded by orx if you need them (just add an event handler on the event type orxEVENT_TYPE_IPHONE).

 

Next step: sound support. This looks very messy from the bits of code I could analyze so far, so it might take a week or two, maybe more.

Lastly I'll add text support with custom bitmap font support. The custom bitmap font support will then be added to the other architectures (win/linux/mac OS X).

 

I'll probably also forward the accelerometer events and feed their values to the joystick plugin (X, Y & Z axes) so that they can be used directly through the generic orxInput module.

 

When all this is done, before releasing a new version, I'll try to make a couple of small optims here and there and maybe finish the SDL/OpenGL/OpenAL plugins that will then become the main plugins for orx. :)

 

Last Updated on Friday, 19 February 2010 23:40
 
Mushroom Stew screenshots
28 January 2010
... have been added to the screenshot gallery. You can see them here.
Last Updated on Thursday, 28 January 2010 00:54
 
New release!
26 January 2010

orx v1.1 has been released!

 

There are a lot of changes between v1.0 and v1.1. You can find an almost exhaustive list in the CHANGELOG file from any package.

 

There are 3 majors changes that you need to pay attention to, when updating to v1.1:

- The config property WaveNumber for spawners has been renamed WaveSize 

-  The gravity is now expressed in the same unit system as every other physical values. If you didn't change the DimensionRatio property for Physics in your game, you then need to multiply your previous gravity by 100 (the default DimensionRatio being 0.01)

- As now you can specify empty values for any config property (useful when overriding), when you use blocks for values, the first block marker ["] has to be one the same line as the asignment character [=].

 

 

Beside these major changes, a lot of things have been added since the previous release, here's a list of the main ones:

- Added custom animation events, handled from config files (very useful for synchronization)

- Clocks can now be created from config and directly associated to objects, ie. time stretching can easily be done on a per object basis

- Added easy timers based on clocks with optional repetition counters

- Added raycasts to test against physical bodies

- Objects can now have a custom gravity that can be changed on-the-fly

- The display resolution + windowed/fullscreen can now be changed on-the-fly

- Dynamic physical objects can now be part of an object hierarchy, they will compute their position given their parent movement and the results of the physical simulation 

- More robust logic/physics/display loop with no more 1-frame delay

- When using the ChildList property of objects, the hierarchy can be inspected at runtime with orxObject_GetChild() / orxObject_GetSibling()

- AutoScroll/DepthScale now works correctly with objects that have bodies

- Added orx_WinExecute() convenience wrapper when executing orx from WinMain() (ie. for windows console-less games)

- A bunch of optimizations and misc fixes =)

 

If you have any bug report/comment/feedback, you know where the forum is!

 

Enjoy! =)

 

PS: Thanks to smchronos for building the msvs2005 binaries! :) 

 

- iarwain 

Last Updated on Tuesday, 26 January 2010 23:18
 
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