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Full Version: [Game Engine]Orx coming to iPhone
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Hi,

Orx is a open source (LGPL) 2D-oriented, data-driven and portable game engine focusing on ease of use that currently runs on Windows, Linux and Mac OS X.
You can find more informations and a feature list from its homepage and its wiki.

The first iPhone version (1.2 beta) has been released today and can be downloaded here.

The archive contains orx's full source code as well as an iPhone-oriented demo featuring:
  • accelerometer
  • touch interaction
  • physics
  • particles
  • music & sounds
  • dynamic object creation
  • visual FXs

Please keep in mind that it's only a beta release. The final release will include some improvements such as OpenGL ES 2.0 and custom shader supports for the platforms where OpenGL ES 2.0 is available.

Any feedbacks and comments would be more than appreciated! =)

Thanks for your attention!

Links:
Homepage: http://orx-project.org
About: http://orx-project.org/about
Wiki: http://wiki.orx-project.org
iPhone direct download: https://sourceforge.net/projects/orx/fil...p/download
Hi,

The v1.2 has been released yesterday, and with it the official support for iPhone/iPod Touch/iPad. It can be downloaded here.

Unfortunately pixel shader support with OpenGL ES 2.0 hasn't made it for this release but will be part of the next one.
It has been replaced by a full unicode support and a lot of optimizations (mostly for the win/linux/osx versions though).

Orx is also now released under the more permissive zlib license.

Any feedbacks and comments would be more than appreciated! =)

Thanks for your attention!

Links:
Changelog: http://orx.svn.sourceforge.net/viewvc/or...iew=markup
Homepage: http://orx-project.org
About: http://orx-project.org/about
Wiki: http://wiki.orx-project.org
iPhone direct download: http://sourceforge.net/projects/orx/file...p/download
Looks pretty nice, good work!
(Jul 21, 2010 06:58 AM)ThemsAllTook Wrote: [ -> ]Looks pretty nice, good work!

Thanks! Smile
Out of curiosity, what do you use for physics? Is it an existing engine or something home baked?

I should probably be using somebody else's game framework if I ever want to get a personal project done instead of hiding behind the "not invented here" syndrome. Heh.
(Jul 22, 2010 08:19 AM)Skorche Wrote: [ -> ]Out of curiosity, what do you use for physics? Is it an existing engine or something home baked?

The only physics plugin currently available is based on Box2D.

I've been considering writing a Chipmunk-based plugin a couple of times but always ended up lacking of time.

There is also a ton of 'hidden' features in orx. One day I'll learn how to present them in a decent way... :|

For example, coming with the unicode feature is an external command line TrueType font exporter for orx, called orxFontGen.
As I couldn't find a decent grid-based TrueType font exporter that worked correctly with unicode (especially for supporting languages such as Chinese), I wrote a very simple tool that will produce a minimalistic font containing all the characters for all the texts you've submitted and that can be directly plugged into orx (with optional localization support), without having to write a single line of code.
Hi,

the first release candidate for orx v1.3 is out. It adds a bunch of new stuff, including data-driven physics joint support, CPU realtime profiler, variable width font support, custom shader support with OpenGL ES 2.0 and batch rendering.

For those interested in multi-platform support, orx now runs on Android (both in native C++ version for android 2.3+ or jni for Android 1.6+).

You can find all the details here: http://orx-project.org/component/content...nally-here

As usual, any feedbacks and comments would be more than appreciated! =)

Thanks for your attention!

Links:
Homepage: http://orx-project.org
About: http://orx-project.org/about
Wiki: http://wiki.orx-project.org
iPhone direct download: http://sourceforge.net/projects/orx/file...p/download
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