Orx - Portable Game Engine
And now it's the turn for RC1!
14 June 2009

Hey all,

 

Tonight I've been released the RC1 available here.

 

You can go see the changelog in the forum, but basically it contains a couple of bug fixes (config hot-reload, physics bodies not working properly with negative scales (mirroring), ...) and also the integration of SFML 1.5.

 

Starting with this release, on Linux and MacOS X, no more custom library to carry around at runtime. Everything is embedded in liborx.so / liborx.dylib, which makes things far more easy on these platforms.

 

I'll also use this post to announce that the forum has been updated from the old fireboard module to the new kunena one. That should hopefully fix also the issues encountered when using the [code] tag. :)

As it's around 4:00 AM, I wish you all a good night! ;)

 

- iarwain

Last Updated on Sunday, 14 June 2009 07:53
 
Release Candidate 0 is out!
18 May 2009

Hi everyone,

 

Everything is in the title! :)

The RC0 is out, you can grab it via the download link or directly here.

Any comments, suggestions, bug reports and general feedbacks are welcomed, as usual!

Enjoy!

 

- iarwain

 

Last Updated on Monday, 18 May 2009 01:09
 
v1.0 rc0 in packaging phase
13 May 2009

Hi all,

 

So here it is, I began packaging orx's first release candidate tonight. Everything should be ready next week end or so.

 

Till then, I've updated the particle test with some more examples. The test is now interactive and you can now add your own presets to see what happens when playing with the config files (you don't even need to restart the test as the config files will be reloaded)! To switch to the next preset, press the up arrow or left click, to switch to the previous one, use the down arrow or the right click.

 

Also, the test now uses the embedded dynamic version of orx. This means that the whole engine (except for the audio libraries openal32.dll & libsndfile-1.dll) is contained in orx.dll. The test is also now a better showcase of orx's data-driven capacities.

 

You can find the test (windows executable + source) here. If you want to alter the source (and not only the config file), you'll need the latest version of orx from the svn repository (or the rc0 when it's out) to compile it.

 

On an unrelated topic, I've added a link to nominate orx to the sourceforge community choice awards on the left column. If you think orx is an interesting project and that more people should know about it, please use this link to nominate orx, it'll be deeply appreciated! Smile

 

- iarwain

Last Updated on Wednesday, 20 May 2009 00:00
 
Time to get... embedded?
05 May 2009

Hi all,

 

Lately I've added fragment (pixel) shader support to orx. Shader's code is provided through the config system. This gives also some flexibility to define the shaders parameters. Thos parameters can be overridden in code, if allowed in the config file.

Shaders (up to 4) can be attached to any object or viewport and will be processed just after the corresponding object/viewport has been rendered. By default, every texture parameter for the shader will use its corresponding viewport/object's one. But in addition to that, any external texture can be provided to any shader.

 

Shaders have been tested on MacOSX and windows and looks like they're working great. As I'm running linux in a box under windows, I can't test shaders for linux.

 

If someone is willing to try it on linux, please sync the svn repository, compile orx and launch it. In the small playground called bounce, if you press the control key or the middle mouse button , it should toggle a shader that will add a coloured wave overlay on top of the playground. If you try it, please let me know if everything works fine under linux! Smile

 

The other big step that has been done lately is the new embedded mode for orx. Basically, when compiling the embedded mode, you can select a list of plugins that will be directly embedded in orx dll/so. When selecting the static mode, you can even have everything packed in the same executable.

 

This makes it very easy to redistribute your project and gives a good performance boost (around 50% in my test cases on windows) . But the best part is that it will allow orx to be easily ported on platform such as iPhone and PSP! Laughing

 

If you read this and are interested in helping with the iPhone or PSP port, please drop me a message through the forum (or in pm). I'm really excited with the idea of seeing orx running on PSP! =) A DS port might also be done, but it'll be a bit more tricky to do due to the hardware restrictions of the DS.

 

As usual, every feedback is welcome!

 

- iarwain

Last Updated on Tuesday, 05 May 2009 00:53
 
Under the shade of the orange trees...
12 April 2009

Hey there,

 

A very unusual title for not so unusual news. Orx's release is coming close. I've added a new tutorial about spawners that also shows how to use config inheritance and how to modify orx's behavior on the fly.

 

MrGreen is currently trying to find a way to add GUI support to orx by working on a plugin based on CEGUI. Depending on how things are going for him, I might delay the release a bit more so as to include his plugin as it looks really promising!

 

I'm also currently working on adding generic shader support to orx (with a GLSL implementation for now, using the SFML display plugin). If things turn well, that should be done by the end of tomorrow.

 

As always, everything added since the last release is available from the subversion repository at sourceforge (click for some info on how to get orx's code from svn).

 

If you plan on giving orx a try, you really should use the svn version as it has tons of new stuff and is far more simple to use. The only drawback being that you have to build orx yourself (it now builds out-of-the-box for all supported platforms, so it's not that bad!).

 

- iarwain

 

Last Updated on Sunday, 12 April 2009 21:42
 
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