Orx - Portable Game Engine
Orx 1.5rc0 is out!
14 October 2013

You can find the files here.



- iarwain


Last Updated on Monday, 14 October 2013 19:55
Orx 1.5rc0 is almost out!
14 October 2013

Hi all,


There are quite a few new interesting features coming with this version:

  • MRT (Multiple Render Targets) support
  • Resource module
  • Resource hotloading (very useful during dev phases)
  • Object groups
  • Easier render-to-texture/compositing
  • Profiler history
  • many, many other improvements and corrections...
I'll be soon posting in details about those new features on the orx-dev group.

The only thing that is preventing the release is that we don't have any buildbot slave for Visual Studio 2010 anymore, so I can't release a version for that compiler.
In addition to that, I'd like to add a slave for Visual Studio 2012 as well.

If you happen to have one of those compilers installed (express versions work fine) and you're ok with lending us a few cycles of your machine (slaves don't have to be permanently connected, once in a while is totally fine), please let us know! =)


- iarwain


Last Updated on Monday, 14 October 2013 04:23
Orx 1.4 is out!
26 January 2013

1 month after the first release candidate, the final version of 1.4 is out. It can be downloaded here.


The main difference is the removal of the Android-Native version.

There's only one single Android version from now on, which has also much better performances than the previous one.

However, the OS requirement has been increased from 2.1 to 2.3.


Other changes include new commands (logic, maths), improved monospace font generation in orxFontGen, literal masks/flags for physics bodies, and a few miscellaneous improvements/fixes.


As always, if you have any questions, feel free to ask them on the forum.




- iarwain


Last Updated on Saturday, 26 January 2013 11:48
New release!
23 December 2012

And just in time for Christmas, the new release (1.4rc0) is now available on sourceforge!


The iOS package is currently missing and, unfortunately, I will only be able to make a version with the 4.2 iOS SDK as I don't have recent hardware/OS X to make a version compiled with a more recent iOS.


The 4.2 version will be available in a few hours from sourceforge.


Enjoy and happy holidays to all!


- iarwain


Last Updated on Sunday, 23 December 2012 01:16
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

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