Orx - Portable Game Engine
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
Gravity for Android, by Lyde Sik
26 June 2011

Lyde Sik released a couple of weeks ago what I believe to be the first game on the Android market made with orx. You can find the game here.

If you have any comment, don't hesitate to post in the forum here. =)




- iarwain 

Last Updated on Sunday, 26 June 2011 02:53
Pretty colors
25 June 2011

Orx's svn history on sourceforge (2005-2011), visualized with gourcehttp://www.youtube.com/watch?v=u3YPOWcF5ug

Orx actually started a couple of years before 2005 but I don't have anything to feed gource for those dark times. =)

Music: Wavelet by AndyGun (CC).

- iarwain


Last Updated on Saturday, 25 June 2011 07:27
17 May 2011

The orx-dev-msvs2008-1.3rc0.zip didn't contain the correct DLLs. Actually the release one was the correct one, but the profile and debug ones were the mingw versions.

I uploaded a new version of the archive which should (hopefully) now contain the correct files. Sorry about the inconvenience and thanks for those of you who reported the problem.


Have a nice day!


- iarwain


Last Updated on Tuesday, 17 May 2011 17:11
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

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