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@iarwain iarwain released this 12 Jun 04:29
· 298 commits to master since this release

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Orx - Portable Game Engine (Version 1.14)

Email iarwain [at] orx-project.org to contact the author; or, better, check orx's homepage for the most up-to-date contact information.
You can also come chat with us if you have any questions or comments.

This engine is licensed under the very permissive zlib license, see the LICENSE file for details.

Changes

  • IMPORTANT: Android build system has been revamped & simplified and supports automatic downloading/updating of dependencies

  • IMPORTANT: Major Android revamp with better physical keys support and more flexible VSync/refresh rate support

  • IMPORTANT: Added a new 'Bundle' init extension that is fully customizable, is high performance even for a huge amount of tiny files, supports encryption & compression, cascading resource filtering, any other resource type as transport, external packages & in-executable storage and does auto-discovery of resources to pack. The old 'Archive' init extension has been retired

  • IMPORTANT: Added config property AllowSleep for the core clock, trading potential occasional micro-stuttering for lower CPU/battery usage

  • IMPORTANT: Removed config property MinFrequency from the render section (now handled directly as maxed modifier in the core clock section)

  • IMPORTANT: OpenGL ES default float precision for shaders has been changed mediump -> highp

  • IMPORTANT: Removed support for OpenGL control tear extension for swap intervals as it was introducing tearing artifacts for very short frames

  • IMPORTANT: Part names have been replaced by the parts themselves (orxBODY_PART *) in orxPHYSICS_EVENT_PAYLOAD

  • IMPORTANT: Group parameter has been added to orxRESOURCE_FUNCTION_LOCATE callbacks & storage field to orxRESOURCE_EVENT_PAYLOAD, orxResource_GetNextCachedLocation() now has an additional output storage argument()

  • IMPORTANT: Renamed orxSoundSystem_CreateStreamFromFile() -> orxSoundSystem_LoadStream() & orxTexture_CreateFromFile() -> orxTexture_Load()

  • IMPORTANT: Removed orxSound_GetSample() and added orxSound_GetSampleInfo() & orxSound_SetSampleData()

  • IMPORTANT: Added support for '@' as the current section for all config commands when invoked from config

  • IMPORTANT: Config property Input.JoyIDList now defaults to a list containing the first four joystick IDs

  • IMPORTANT: OnPrepare object command will now be run after the orxOBJECT_EVENT_PREPARE event: object's owner will now be available from the OnPrepare command when created through ChildList or has a ParentCamera

  • IMPORTANT: Default storages of resource groups can now be removed/re-added at a different priority (they default to the lowest one)

  • IMPORTANT: F5 is now the default key to pause/unpause the embedded profiler & F8 the default key to show/hide the profiler's history

  • IMPORTANT: Added support for FrameIndex for animations made with the multiple files mode

  • IMPORTANT: ScrollObject::SetAnim() now defaults to a recursive behavior

  • IMPORATNT: orxString_NPrint() now takes the size of the buffer including the terminating null character (no need for size + 1 as parameter any longer)

  • IMPORTANT: Removed orxString_Print(), orxString_NPrint() should be used instead

  • IMPORTANT: Returning an empty value for OnPrepare & OnDelete commands is now treated as "false" (ie. abort)

  • IMPORTANT: Added System config values (Bits, Build, Endianness, Platform & Processor) + System command for queries

  • IMPORTANT: Added support for optional conditions in config includes: @<condition_command>?file.ini@ or @<system_var>?file.ini@

  • IMPORTANT: Added support for no-sorting at a group level for cameras (allows rendering dozen of thousands of objects inside those groups, albeit with no sorting)

  • Config property Display.ContentScale will now report the ratio between the framebuffer size and the display dimension (useful for HiDPI/Retina displays)

  • Updated all external dependencies to their latest versions circa early 2023

  • Returning orxSTATUS_FAILURE when handling event orxSPAWNER_EVENT_WAVE_START now prevents the wave from spawning

  • When a Prefix is defined for an animation, a frame will now inherit TextureOrigin, TextureSize & FrameIndex from its non-prefixed parent frame

  • Added config property OnSpawn to spawners, used to run commands on spawned objects

  • When a spawner is set to UseSelfAsParent, the spawned object's ownership can be changed during the OnCreate phase (though this will prevent them from being cleaned if CleanOnDelete was also requested)

  • A 0-scale object is now officially supported as a way to bypass its rendering

  • Object.SetColor now accepts color literals

  • Added internal texture named 'transparent', which is a 1x1 black transparent texture (can be reference from config)

  • Updated the default temporary bitmap when doing asynchronous loads to that transparent one (previously a white opaque one was used)

  • Added support for verbose debugging logs to the setup tool (levels: 0 - 5)

  • orxObject_SetRelativePivot() is now public and takes graphic alignment flags

  • Added functions orxObject_SetAnimTime(), orxObject_SetAnimTimeRecursive() & orxObject_GetAnimTime() and associated commands

  • Added orxResource_GetCacheCount(), orxResource_GetNextCachedLocation() & orxResource_UnregisterType()

  • Added support for runtime console font scaling (config property Render.ConsoleFontScale)

  • Audio stream, audio sample and sound creation from file is now entirely asynchronous to prevent any performance spike

  • Miniaudio soundsystem plugin now supports running when no audio device is available

  • Added the following new commands: Physics.EnableSimulation, Physics.GetCollisionFlagName & Physics.GetCollisionFlagValue

  • Added multiple new math/vector commands

  • Better handling of localized graphics for animation frames

  • Negative audio volumes are now supported for better transitions using FXs

  • All display plugins now use GL_TRIANGLES instead of GL_TRIANGLE_STRIP making their output much more readable when using an external debug tool

  • Execution can now be aborted if command line params have been displayed by returning orxSTATUS_FAILURE when handling the new event orxSYSTEM_EVENT_PARAM_DISPLAY

  • Added orxSYSTEM_EVENT_PARAM_READY event

  • Added simple Sublime Text project with new projects created with the init utility

  • Many misc fixes, optimizations and additions

Summary

Orx is a 2D-oriented, data-driven, portable game engine focused primarily on ease of use and powerful features.
See below for a list of supported platforms.

This is a release candidate for orx v1.14. If you find any bugs,
please report them on the forum, in the "Bug report - Feature request" board,
or via orx's issue page/tracker.

Some notable features of the engine are:

  • powerful config system that makes orx data-driven and provides an easy to use load/save system
  • hardware-accelerated rendering that provides: translation, anisotropic scale, rotation,
    transparency (alpha blending), different blending modes, coloring, tiling and mirroring
  • advanced rendering features such as MRT (Multiple Render Targets), offscreen rendering, flexible pipeline & easy compositing
  • advanced resource management allowing for easy multi-platform data support and patching
  • automatic hotloading of resources upon modification on disk drastically shortens iteration times
  • timelines and commands modules allow for config-driven scripting-like features
  • interactive console can execute commands at runtime (very useful for tweaking/debugging purposes)
  • advanced animation engine (including a chaining graph & custom animation events for synchronization)
  • fragment (pixel) shader support
  • visual FXs based on curve combinations
  • integrated runtime profiler (with graphical display) to easily spot which parts of your game need to be optimized
  • collision handling and rigid body physics
  • camera/viewport scheme allowing multiple views displayed with camera translation, zoom and rotation
  • generic input system that abstracts keyboard, mouse, joystick, touch and accelerometer inputs
  • powerful localization module (for localized texts, audio, graphics, etc.)
  • spawners (provides an easy way to create particles or projectiles)
  • 3D positioning using "scene nodes"
  • custom bitmap font support
  • automatic differential scrolling and depth scaling upon request
  • fully featured and extensible sound system (WAV/MP3/OGG support, streams, hierarchical buses, filters, spatialization, etc.)
  • clock system that provides time consistency and allows time stretching + high precision timers
  • event manager
  • unicode support with UTF-8 encoding
  • plugin system
  • screenshot capture tool (supports bmp, png, jpg, qoi, tga and dds)

See orx's wiki for detailed information, including:

  • initial setup
  • beginner's guide
  • tools
  • samples
  • detailed tutorials (both official and community-made ones)

See the doc/html directory for the doxygen documentation of orx's API.
The documentation for the latest release version is available here at orx's homepage.

Supported Platforms

The engine compiles and is tested for:

  • Linux (x86/x86-64 with codelite, codeblocks and GNU makefile)
  • Windows (x86/x86-64 with vs2017, vs2019 & vs2022, x86/x86-64 mingw-w64 (8.1.0) with codelite, codeblocks and GNU makefile)
  • MacOS X (x86/x86-64 with xcode or x86/x86-64 with codelite, codeblocks and GNU makefile), version 10.6+
  • iOS (iPhone/iPod Touch/iPad, simulator & device with xcode)
  • Android (NDK build files, simulator & device)

Versions

Those are not revision versions but link/run versions.
Orx library can be compiled as a static or a dynamic library.
In addition to these modes, orx can be compiled as an embedded version or not.

Orx's core is basically platform-independent. All the platform/OS-dependent features
are implemented via plugins. These plugins can be loaded at runtime (hotplug) or
they can be embedded at linktime.

If you use the non-embedded versions, you'll have to specify which plugins to use.
This is more flexible but also requires additional files (the plugins themselves).
The embedded version will store everything in orx's library, meaning you won't be able
to choose which plugin to use at runtime, but will also be more compact. This will
also make orx run considerably faster.

From the download page you'll find precompiled binaries for Windows (x86), Linux (x86/x86-64), MacOS X (ppc/x86/x86-64),
iOS and Android, using the dynamic embedded versions only.
If you want to use the non-embedded versions (to use with your own plugins), you'll need to compile orx yourself from the source.
Everything compiles out-of-the-box for the hardware platforms cited above.

The embedded versions currently use:

  • GLFW-based (+SOIL) plugins for display, joystick, keyboard and mouse for all non-iOS/non-Android platforms
  • OpenAL-based (+libsndfile/stb_vorbis/tremor) plugins for sound for all platforms
  • Box2D-based plugin for physics
  • homemade plugin for 2D rendering
  • OpenGL ES plugins for display on iOS and Android
  • Touch/MultiTouch-based plugin for mouse on iOS and Android
  • Accelerometer-based plugin for joystick on iOS and Android

All the 11 basic and advanced official tutorials are shipped with the dev packages, including precompiled release binaries.

Some tools (precompiled binaries only) are also shipped with the dev packages:

  • orxCrypt : command line tool to encrypt/decrypt/merge multiple config files
  • orxFontGen: command line tool (based on FreeType2) to generate custom bitmap fonts (.png texture & .ini config file) from TrueType fonts

Packages

You can download all the packages from sourceforge or github.
Here is a list with a small description for each package.

  • orx-doc-1.14.zip : orx's API doxygen documentation
  • orx-src-1.14.zip : orx's source code, ready for compile after running the setup script
  • orx-dev-linux32-1.14.tar.bz2 : dynamic embedded binaries for Linux (x86), release/profile/debug + tools.
  • orx-dev-linux64-1.14.tar.bz2 : dynamic embedded binaries for Linux (x86-64), release/profile/debug + tools.
  • orx-dev-mac-1.14.zip : dynamic embedded binaries for MacOS X (x86/x86-64), release/profile/debug + tools.
  • orx-dev-mingw-32-1.14.zip : dynamic embedded binaries for Windows (mingw/x86), release/profile/debug + tools.
  • orx-dev-mingw-64-1.14.zip : dynamic embedded binaries for Windows (mingw/x86-64), release/profile/debug + tools.
  • orx-dev-vs2017-32-1.14.zip : dynamic embedded binaries for Windows (Visual Studio 2017, x86), release/profile/debug + tools.
  • orx-dev-vs2017-64-1.14.zip : dynamic embedded binaries for Windows (Visual Studio 2017, x86-64), release/profile/debug + tools.
  • orx-dev-vs2019-32-1.14.zip : dynamic embedded binaries for Windows (Visual Studio 2019, x86), release/profile/debug + tools.
  • orx-dev-vs2019-64-1.14.zip : dynamic embedded binaries for Windows (Visual Studio 2019, x86-64), release/profile/debug + tools.
  • orx-dev-vs2022-32-1.14.zip : dynamic embedded binaries for Windows (Visual Studio 2022, x86), release/profile/debug + tools.
  • orx-dev-vs2022-64-1.14.zip : dynamic embedded binaries for Windows (Visual Studio 2022, x86-64), release/profile/debug + tools.
  • orx-full-ios-1.14.zip : static embedded binaries for iOS, release/profile/debug, simulator/device + doc + source + XCode project file.
  • orx-dev-android-1.14.zip : static embedded binaries for Android, release/profile/debug (device).
  • orx-tutorial-linux32-1.14.tar.bz2 : tutorials for Linux (x86)
  • orx-tutorial-linux64-1.14.tar.bz2 : tutorials for Linux (x86-64)
  • orx-tutorial-mac-1.14.zip : tutorials for MacOS X (x86/x86-64)
  • orx-tutorial-mingw-32-1.14.zip : tutorials for Windows (mingw/x86)
  • orx-tutorial-mingw-64-1.14.zip : tutorials for Windows (mingw/x86-64)
  • orx-tutorial-vs2017-32-1.14.zip : tutorials for Windows (Visual Studio 2017, x86)
  • orx-tutorial-vs2017-64-1.14.zip : tutorials for Windows (Visual Studio 2017, x86-64)
  • orx-tutorial-vs2019-32-1.14.zip : tutorials for Windows (Visual Studio 2019, x86)
  • orx-tutorial-vs2019-64-1.14.zip : tutorials for Windows (Visual Studio 2019, x86-64)
  • orx-tutorial-vs2022-32-1.14.zip : tutorials for Windows (Visual Studio 2022, x86)
  • orx-tutorial-vs2022-64-1.14.zip : tutorials for Windows (Visual Studio 2022, x86-64)

All the *-dev-* packages above include:

  • orx release/profile/debug libraries used for linking
  • runtime release/profile/debug orx libraries
  • headers to include at compile time
  • template files exposing which properties can be accessed using the config system (for user reference only, not needed by orx)

All the *-tutorial-* packages above include:

  • heavily commented source code for 11 basic and advanced tutorials
  • precompiled binaries (orx link library, orx runtime library)
  • headers to include at compile time
  • template files exposing which properties can be accessed using the config system (for user reference only, not needed by orx)
  • build/project files

Compiling

Important - first step:

If you just downloaded the src package or cloned orx with mercurial or git, you will need to run the setup.bat / setup.sh script
that's located at its root before being able to compile the engine.
This script will download all the needed dependencies and generate all the project files for your platform.
The script will then hook itself to mercurial/git and you shouldn't have to run it manually after subsequent pulls.

The easiest way to learn how to compile your project using orx for a given platform
is to look at the tutorial build project files.

NB: The debug version is far slower than the release one, but will output all the warning
and error messages useful during development.

Here's a quick list of the available compile preprocessor flags:

  • __orxDEBUG__ : used to compile and link against the debug versions of orx library
    (liborxd.a / orxd.lib / liborxd.dylib), if not specified it refers to
    the release versions (liborx.a / orx.lib / liborx.dylib).
    NB: If you want to link against the debug versions of orx library, you need
    to specify it to your compiler!

  • __orxPROFILER__ : used to enable the profiling push/pop macros for release builds
    It's automatically enabled for debug builds and it has been enabled to
    build liborxp.a / orxp.lib / orxp.dll / liborxp.dylib / liborxp.so
    NB: You can define it in your projects even when using regular release builds,
    but you won't be able to see orx's internal profiling markers!

  • __orxSTATIC__ : used to compile and link against the static versions of orx library.
    NB: If you want to link against the static versions of orx library, you need
    to specify it to your compiler!

  • __orxEMBEDDED__ : used to compile the embedded versions of orx library.
    NB: this flag is ONLY needed when compiling orx library, not when linking
    against it.

There are other preprocessor flags used when compiling the orx library,
but those should be easy enough to decipher. markdo
However, you might want to specify them manually for cross-compiling or
use them so that your code will behave differently depending on the architecture
for which you're compiling. Here's a quick list of these flags:

Flag Description
__orxARM__ orx is being compiled for an ARM architecture
__orxPPC__ orx is being compiled for a PowerPC architecture
__orxPPC64__ orx is being compiled for a PowerPC 64 architecture
__orxX86__ orx is being compiled for a x86 architecture
__orxX86_64__ orx is being compiled for a x86-64 architecture
__orxLITTLE_ENDIAN__ orx is being compiled for a little endian architecture
__orxBIG_ENDIAN__ orx is being compiled for a big endian architecture
__orxGCC__ orx is being compiled with gcc
__orxMSVC__ orx is being compiled with visual studio C/C++
__orxLLVM__ orx is being compiled with llvm/clang
__orxWINDOWS__ orx is being compiled for Windows
__orxMAC__ orx is being compiled for MacOS X
__orxLINUX__ orx is being compiled for Linux
__orxIOS__ orx is being compiled for iOS
__orxANDROID__ orx is being compiled for Android
__orxCPP__ orx is being compiled with a C++ compiler
__orxOBJC__ orx is being compiled with an Objective-C compiler
__orxPLUGIN__ a plugin for orx is being compiled
__orxEXTERN__ code using orx's library is being compiled

Comments

If you have any questions, comments, ideas or reviews, feel free to either post them on orx's forum, come chat with us or send them directly by email to iarwain [at] orx-project.org

Enjoy!