Orx - Portable Game Engine
Orx v1.3rc0 is (finally) here!
16 May 2011

Most of the files are now online except the msvs2010 (might take a while) and the non-native version for Android that should be up by the end of tomorrow.

You can find more info here or grab the files directly here.


For those who haven't been using the svn since the v1.2 release, here's a non-exhaustive list of what you can find inside:

- Android support (both native for Android 2.3+ and non-native for Android 1.6+)

- OpenGL ES 2.0 support for Android and iPhone/iPad, including custom shader support

- Lots of optimizations (including batch rendering)

- Data driven physics joint support

- CPU real time profiler with graphic display 

- Custom variable width font support 

- Sound recording support with optional on-the-fly packet modification 

- A new lighting/bump mapping tutorial

And much much more...


Please read the CHANGELOG as some parts of the API/config properties have slightly changed. 


I'll update the wiki with the new stuff in the coming days and I'll probably add a page on how to use the profiler and I'll post here when it's done.


Thanks a lot to all those who have contributed to this version! =) 


Enjoy! Cool


- iarwain


Last Updated on Monday, 16 May 2011 06:42
Zorionak eta urte berri on!
31 December 2010



It's a bit late for Christmas so I hope you'll all enjoy the last day of 2010! Smile

I meant to post here a video about Sausage's WIP on his remix of an old C64 game but I ended up not being online often lately, shame on me! Embarassed


But here it is now!


Happy new year to you all! Laughing 


- iarwain


Last Updated on Friday, 31 December 2010 00:41
I see a droid!
06 December 2010

Well, for those of you who read the forum, it's probably no news but Laschweinski ported orx to Android!!!


A big thanks to him for his great work! He actually finished the port a couple of days ago: the last task was adding shader/OpenGL ES 2.0 support to the display plugin and integrate the latest improvement that have been added to the iPhone plugin. Everything (except sound positioning) is working on the Android version.


Currently the port is sitting in its own development branch on the svn but I should be able to integrate all this to the trunk end of next week if everything go smoothly.


Meanwhile, if you have any questions feel free to ask him via the forum or the PM system.


As soon as this is integrated to the svn trunk along the sound recording feature, powered by tdomhan and the Box2D joints support, orx 1.3 will be released. I wish I could do that before christmas but the deadline looks a bit too short on my side, time will tell!


- iarwain


Last Updated on Monday, 06 December 2010 06:36
Box2D 2.1.2 and cie
06 December 2010

Well, upgrading orx to use Box2D 2.1.2 was part of a bigger task which was to add joint supports (including config control) to orx.


Unfortunately it didn't work that well and upgrading to Box2D 2.1.2 turned out to be far more time consuming than expected. Mostly due to API changes on Box2D side (grmbl) and re-integrating the changes I made in the previous version to support per object custom gravity and bodies that don't slide on ground.


But now it should be (hopefully properly) integrated. I haven't compiled, msvs2010, msvs2005, mac and iPhone versions so if you sync orx's svn you might have to compile these yourself. Mingw, msvs2008 and linux are up-to-date.


Also, orx is now being compiled on the svn with gcc 4.5.0 for mingw (previously I was using gcc 3.4.5) so you might want to upgrade your mingw installation if you're still using a gcc 3.x version. Don't use gcc 4.4.x as it's buggy and produce invalid code in different places (one example would be wrong results in orxFX computations).


Finally, I'm about to update the UseParentSpace config property as mentioned in this forum post, so you might want to update your project if you sync orx's svn. You might want to read the whole thread as it contains useful info about recent changes concerning ParentCamera/Scale/Position for UI objects!


That's all, folks!


- iarwain


Last Updated on Monday, 06 December 2010 06:27
Community update
26 November 2010

Lately orx has mostly improved due to its community (lazy me!).


Some improvements are code-related and you can follow their advance in the forum. Thanks again to tdomhan and laschweinski for their involvement. It's very motivating to see new features/ports coming from the community. I'm really looking forward the next release where all their work should be integrated.


At least as important as code improvement, some tutorials were added by sausage. I can only recommend them for newcomers as well as more experienced users as they are more about how to use orx for doing advanced tasks than simply understanding orx's basics.


Thanks also to Grey who contributed to some quality tutorials starting with the very beginning: how to setup your workspace in order to be able to use orx.


You can find all those tutorials on the community tutorial page.


Last Updated on Friday, 26 November 2010 07:13

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