New people!



  • edited July 2012
    Nice to see you've ended up at the same place with similar goals in mind.
  • edited July 2012
    Hi enobayram and welcome here!

    I'll reply here but don't hesitate to create a new topic if you have any questions, it'll be easier for other people to find it if they have similar inquiries. :)

    So yes, orx is heavily object-oriented and a lot of effort has been made to make that model both convenient with very little code to write (using extensively the config system) and efficient (batching of updates, etc...)

    You're also right about the default display model: rectangle are used for displaying objects, with the optional possibility of applying custom fragment shaders per object.

    You also have access to the full underlying API, including low level render/display calls and, even lower level, OpenGL/OpenGL ES, depending on the target platform.

    Instead of writing the whole rendering code from scratch amid your update loop, I'd suggest using a regular object (either placed in the world or as a child of the camera, for example) and replace its default rendering.

    To do so, you need to listen to the events of type orxEVENT_TYPE_RENDER. For each object, you'll get notified of orxRENDER_EVENT_OBJECT_START. When handling that event you can then issue all your own rendering commands using OpenGL or orxDisplay, depending on your needs and then return orxSTATUS_FAILURE which will notify orx that you do not want the default rendering for this object.

    A small caveat: don't forget to backup/push all the OpenGL states you're going to modify and restore/pop them afterwards or all hell is going to break loose. :)

    If you have any troubles, let me know as they aren't many examples around but I know of a few people having done it in the past for either custom UI rendering or special rendering (like a spline-shaped object or tiled background).

    If you need to do compositing, orx supports it natively and there's a small example here: /

    Hope this helps! :)
  • edited July 2012
    Forgot to mention Scroll!

    It's a thin C++ layer built on top of orx that brings a few interesting features (such as an integrated level editor, C++ class-orx object bindings, convenience wrapper including ScrollObject::OnRender() that makes the whole custom rendering easier to integrate than listening to an event).

    You can find more info in the wiki, in a tutorial section written by acksys:
  • edited July 2012
    Lastly (damn sorry for the spam!) I'd recommend using the svn version of orx and not the precompiled packages available for download as they're getting very very old. :)

    Orx compiles out of the box on all platforms. Simply choose the "embedded dynamic" configurations (debug, release and profile).
  • edited July 2012
    Hi iarwain,

    Thanks again for this nice library in general, and specifically for the answer.

    That's way more input than I can handle at 11:50pm on a weekday :) I'll do the proper digging tomorrow. Scroll sounds very interesting, as does the access to the low-level API when needed.

    I'll start a dedicated thread in the help section if I have any further questions related to this, and I'll try to submit back if I end up having an example worth sharing. I'd really appreciate a quick answer while you're around though :) When you say OpenGL/OpenGL ES drawing, how do I access the OpenGL functions in ORX, should I just include gl.h? Is there a way to keep this platform independent, or should I suffer the #ifdef's if I want that much freedom? If the answer's going to be much longer than yes/no, please tell me, so I can do this properly in a dedicated thread as soon as possible.

  • edited July 2012
    Thanks for the tip about svn, I had to do it anyway, since my stupid anti-virus (McAfee) kept thinking that the pre-compiled orx.exe contained a virus and deleting it. Instead of meddling with it, I've simply compiled from source.
  • edited July 2012
    Hey enobayram,

    Thanks for your appreciation of orx!

    As for the OGL includes I'm afraid you'll have to suffer through #ifdefs for now. :/

    But depending on your needs, if you simply want to generically push vertices+attributes for an object I can probably wrap this on the orxDisplay API itself at some point. :)

    Have a good night!
  • edited July 2012
    enobayram wrote:
    Thanks for the tip about svn, I had to do it anyway, since my stupid anti-virus (McAfee) kept thinking that the pre-compiled orx.exe contained a virus and deleting it. Instead of meddling with it, I've simply compiled from source.

    That was the best call on your end, for sure.

    I compressed all the exe in the packages aggressively with upx and that triggers alarm for about 40% of the antivirus out there. Last time I do that to save some kb. ;)
  • edited July 2012
    I'm afraid you'll have to suffer through #ifdefs for now. :/

    I guess that's OK,

    iarwain wrote:
    But depending on your needs, if you simply want to generically push vertices+attributes for an object I can probably wrap this on the orxDisplay API itself at some point. :)

    but this would be awesome! I've also browsed the forum a bit, and I can see that it would make a few more people happy too :)

    Good night!
  • edited August 2012
    Hi there!

    After days of trying different Game engines I'm ennding up on ORX with my friend Numael.
    We certainly will work on common projects while fully motivated for creating mobile games!

    Cya :)
  • edited August 2012
    Hi TarKHaoS and welcome here!

    As we've already told Numael don't hesitate if you have any questions. :)
  • edited August 2012
    TarKHaoS, welcome to the Orx community!
  • edited August 2013
    I decided to join in this great community of awesome game engine. That's what I searched for few years!
    Until this moment I used ZenGL game engine. (Writen in pascal, but all my main code I write in Object Pascal (FPC))
    Some days ago I decided to find something, that will help me to make game prototypes very fast, and I find ORX. For now, of course, I developing my big project with ZenGL, but next My creation I plan to make with ORX .
    Sorry for my bad English, I am from Ukraine, 17 years old. :P
  • jimjim
    edited August 2013
    pacmancoder, welcome here! And don't forget to ask questions if you have any. Your English is fine, its not my native too :)
  • edited August 2013
    Heh, so... There is my first noob question. About coordinates.
    How to change center of coordinatescamera... So. I have A screen with main camera. When i create a object "OBJ1" with pos 0;0 it apears in center of screen. Ok. I need this. I'll create a OBJ2 as a child of OBJ1. It apears in center of OBJ1. But what if I need to place it in top left corner of OBJ1. Yes, I can always write -0.5 ; -0.5 pos, but it is not comfortable for me. So, how I can change a center of coordinates ? ____________________________30.png
  • jimjim
    edited August 2013
    Hey, good to see you asking. Its always better to start a new thread while asking help for a particular thing. Anyway, I am answering it, you have to set Pivot for you graphic object. Where you define your Texture for your object. For your need you have to set it the following way, if you are creating an object named MyObject, then
    Graphic         = MyGraphic
    Pivot         = top | left

    Pivot value is default to center, but you can set it to any of bottom,left,right,top or mix of any two, e.g. bottom | left or bottom | right etc.
  • edited August 2013
    Hi pacmancoder and welcome here! :)

    Thanks for opening another thread, I'm going to chime in there. :)
  • edited November 2013
    Greetings, everyone!

    Been following Orx on the sidelines for the last 1-2 years. Recently started digging into it a bit more. Checked out the repository so I can always build the latest version. Currently going through the tutorials to familiarize myself with the basic usage.

    Going to use Orx for some personal one-man projects re: procedural sound (synthesis) and music in games. Orx seems to be well-written and designed. I'm looking forward to playing around with it, and I hope I can get some help here when running into problems.

    / LG
  • edited November 2013
    Hi luffe_gaas and welcome here! =)

    First of all, thank you for your kind appreciation so far.

    The tutorials have been clearly lagging compared to the new features that have been added over the last couple of years. If you have any questions, don't hesitate, I'm sure there'll always be someone here to answer in a timely manner.

    As for procedural sound synthesis, that reminds me that I have a WIP project of simple 8bit-oriented synthesizer based on orx that is doing synthesis/FXs in real time modifying packets on the fly when they're sent to OpenAL.
    I should probably find the time to write something about that feature one day. ;)

  • edited February 2014
    What a lovely little community this is. I've been lurking for a short while and I love how helpful and friendly everyone is here. Haven't had a chance to sink my teeth into orx yet, but I plan to start making games with it very soon.
  • edited February 2014
    Hi geekwithalife and welcome here! =)

    You're right about the community, it's small albeit very helpful and friendly.

    Don't hesitate if you have any questions, valuable info is scattered across the forum, the wiki and the dev list.

  • jimjim
    edited February 2014
    Looks like you got already welcomed. But I welcome you again :)
    And I really liked how you described this community :D
  • edited February 2014
    Thanks for the warm welcome! It's like you're all one big happy family here. I like that. I think I'll be sticking around. :)
  • edited January 2015
    Hi everyone !!

    After looking for a multiplatform game engine for a personal project, I have stopped my choice on Orx for its philosophy.
  • edited January 2015
    Hi saverio, welcome aboard!
  • edited January 2015
    Hi Saverio!
    Welcome again (I should have replied here first! ^^) and don't hesitate if you have any questions. :)
  • edited January 2015
    Hello one and all!

    Fairly new to game dev, but been coding for a few years, more than I care to think about. Hint, started in z80, when it was still bleeding edge ;-)

    Expect me to be asking a few questions, but hopefully in time, I'll be able to contribute some answers too :-)

    Regards and hopes

  • edited January 2015
    Welcome, Jim. 6502 here, so you're in good company!
  • edited January 2015
    Hi Jim!
  • edited January 2015
    As we're talking about Z80, I still love the ZX Spectrum keyboard. It has its own "felling" I miss on the current keyboards :-/ Anyway, was beginning with development on ZX Spectrum.

    edit: I meant ZX Spectrum +
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