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Orx currently contains most of [[game engine]] "common" features:
;Orx currently contains most of [[game engine]] "common" features:


* automated sprite rendering using 3D hardware acceleration allowing: translations, anisotropic scale, rotation, transparency (alpha blending), coloring (multiply, add and subtract blends), tiling and mirroring
* automated sprite rendering using 3D hardware acceleration allowing: translations, anisotropic scale, rotation, transparency (alpha blending), coloring (multiply, add and subtract blends), tiling and mirroring
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It also provides more unusual features:
;It also provides more unusual features:


* object creation is data driven: managing resources requires very few code, everything being controller through configuration files.
* object creation is data driven: managing resources requires very few code, everything being controller through configuration files.
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The current list of WIP features that will be included in the v1.0 release:
;The current list of WIP features that will be included in the v1.0 release:
* scripting support: this allows access to all orx kernel code and user-defined [[plugin]]s.
* scripting support: this allows access to all orx kernel code and user-defined [[plugin]]s.
* a package system: this will allow the use of separated resource files for development builds and packed ones for release versions with no code change.
* a package system: this will allow the use of separated resource files for development builds and packed ones for release versions with no code change.

Revision as of 05:56, 11 September 2008

ORX
Developer(s)orx-project.org
Stable release
PlatformCross-platform
Typegame engine
LicenseGNU Lesser General Public License
Websitehttp://orx-project.org/

Orx is an open source, portable, lightweight, plugin-based, data-driven and easy to use 2D-oriented game engine written in C.


It currently runs on Windows (MinGW and Visual Studio versions) and Linux.

Mac OS X and GP2X versions are currently WIP. PSP and DS versions are planned.


General Information

Orx provides a complete game creation framework including a 3D scene graph, hardware accelerated 2D rendering, animation, input, sound, physics and much more.

Its main goals are to allow fast game prototyping and creation.

Orx is published under LGPL license.


Features

Despite being written in C, Orx has an object oriented design with a plugin architecture.

This allows its kernel to be cross-platform and delegates hardware- and OS-dependent tasks to plugins.

Most of these plugins are based on other open source libraries, such as SFML, SDL and Box2D.

Build files are provided for GCC makefiles, Visual Studio (2005 & 2008), Code::Blocks and Codelite.


Orx currently contains most of game engine "common" features
  • automated sprite rendering using 3D hardware acceleration allowing: translations, anisotropic scale, rotation, transparency (alpha blending), coloring (multiply, add and subtract blends), tiling and mirroring
  • camera/viewport system allowing multiple views on one screen with camera translations, zooms and rotations
  • 3D scene graph used for object positioning, allowing grouped translations, rotations and scales
  • sound and music with volume, pitch and loop control
  • collision detection and rigid body physics
  • animation system
  • event management


It also provides more unusual features
  • object creation is data driven: managing resources requires very few code, everything being controller through configuration files.
  • a clock system: this allows the user to keep time consistency everywhere giving him the ability of doing local or global time stretching.
  • an animation chaining graph: animation transitions are defined in a graph, this allows the code to request only the final target animation, all transitions will be automated depending on the starting animation.
  • a visual FX system: config-based combination of curves of sine, sawtooth and linear shapes that can be plugged on object properties: color, alpha, position, translation or rotation.
  • an automated differential scrolling: depth scaling and differential scrolling is controlled through config files, allowing differential parallax scrolling on any number of planes.
  • a powerful configuration system, featuring inheritance, direct random control and history reload, allowing the user to tweak almost everything without having to change a single line of his code.
  • a spawning system: this allows the user to easily create wepon bullets or, combined with the visual FX system, ellaborated visual graphic effects.


The current list of WIP features that will be included in the v1.0 release
  • scripting support: this allows access to all orx kernel code and user-defined plugins.
  • a package system: this will allow the use of separated resource files for development builds and packed ones for release versions with no code change.


History

A brief history of Orx:

Around 2002
a community of french gamers decides to create a point-and-click adventure game named "La guerre des pâquerettes" (Daisy War). This project will be orx's cradle.
End 2005
Sourceforge project registered under the arcallians collective.
July 23 2008
orx-project.org becomes the new project maintener.
September 01 2008
Orx v0.9.0b, fully working on windows and linux, is officially released.


See also