Orx - Portable Game Engine
11 March 2010

It has been brought to my attention that the LICENSE file in orx's package is an incorrect one.


Orx is currently licensed under LGPL (and NOT GPL) and the LICENSE file will be properly updated in the next release. =)


If you'd like a special licensing scheme so as to modify orx's source without having to publish your modifications, please contact us!


- iarwain 

Last Updated on Thursday, 11 March 2010 15:34
Solution (sorry for the poor video quality!)
06 March 2010

Orx + iPhone from iarwain on Vimeo.

Last Updated on Saturday, 06 March 2010 00:43
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

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