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      <title>Releases — Orx: Portable Game Engine</title>
      <link>https://forum.orx-project.org/index.php?p=/</link>
      <pubDate>Thu, 21 May 2026 17:19:04 +0000</pubDate>
          <description>Releases — Orx: Portable Game Engine</description>
    <language>en</language>
    <atom:link href="https://forum.orx-project.org/index.php?p=/categories/releases/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>v1.14 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9120/v1-14-has-been-released</link>
        <pubDate>Mon, 03 Jul 2023 00:25:25 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9120@/index.php?p=/discussions</guid>
        <description><![CDATA[<h2>[12 Jun 2023] Orx - Portable Game Engine version 1.14 has been released.</h2>

<p>The Orx community is pleased to announce the 1.14 release.<br />
There are quite a few changes in this release.<br />
Here are some highlights:</p>

<ul>
<li>Bundle, a new extension that can automatically discover and pack all your game resources, either inside separate binary packages or directly within your game’s executable.</li>
<li>The Bundle extension is very efficient: it performs much better than using a lot of separate small files, cf. <a href="https://discord.com/channels/522167736823185418/717482097207672843/1103761922215661749" rel="nofollow">https://discord.com/channels/522167736823185418/717482097207672843/1103761922215661749</a> .</li>
<li>It also supports compression, encryption, filters and is fully customizable.</li>
<li>Lot of work was made on the Android plugins and its build system.</li>
<li>The latter has been completely revamped and should be working out-of-the-box in all cases.</li>
<li>The core clock can now be prevented from going to sleep as a trade-off between CPU usage and the eradication of potential micro-stutters that could happen under some circumstances.</li>
<li>Custom commands can now be run on spawned objects, thanks to the new Spawner config property OnSpawn.</li>
<li>Build type (release, debug, profile), CPU, platform and other system properties can now be queried at runtime either through the config system or with a command.</li>
<li>The config include directive now supports an optional condition.</li>
<li>A ton of quality of life improvements and a handful of API/event refactoring.</li>
</ul>

<p>The complete list of changes can be found here: <a href="https://github.com/orx/orx/blob/master/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/master/CHANGELOG</a> .</p>
]]>
        </description>
    </item>
    <item>
        <title>v1.13 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9116/v1-13-has-been-released</link>
        <pubDate>Sun, 12 Jun 2022 02:19:15 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9116@/index.php?p=/discussions</guid>
        <description><![CDATA[<h2>[10 Mar <strong>2022</strong>] Orx - Portable Game Engine version 1.13 has been released.</h2>

<p>The Orx community is pleased to announce the 1.13 release. There are a substantial amount of changes in this release. Some highlights include:</p>

<ul>
<li>70+ updates or new features</li>
<li>Added a new SoundSystem plugin based on MiniAudio: All platforms now support loading OGG, WAV &amp; MP3 files as well as writing WAV files</li>
<li>Support for: config-driven filters for both sounds and buses, multiple sound listeners, sound panning (including commands), sound spatialization (entirely revamped: is now data-driven &amp; independent of the channel count)</li>
<li>Support for the QOI image format to all plugins/platforms</li>
<li>Support for position literals with optional offset</li>
<li>Compressed texture/icon/cursor support for desktop versions using Basis Universal (UASTC -&gt; ASTC/BC7)</li>
<li>Added orxMod (ProTracker MOD) based on the pocketmod library, that adds config-driven MOD support to objects</li>
<li>Added orxMovie (MPEG1/MP2) init extension, based on the PL_MPEG library</li>
<li>Spawners with UseSelfAsParent will now detach spawned objects upon deletion</li>
<li>Native arm64 support for MacOS 11/XCode 12.x</li>
<li>Support for VS2022 and retired support for VS2015</li>
<li>The complete list of changes is here: <a href="https://github.com/orx/orx/blob/master/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/master/CHANGELOG</a> .</li>
</ul>
]]>
        </description>
    </item>
    <item>
        <title>v1.12 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9115/v1-12-has-been-released</link>
        <pubDate>Sun, 12 Jun 2022 02:16:30 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9115@/index.php?p=/discussions</guid>
        <description><![CDATA[<h2>[29 May <strong>2021</strong>] Orx - Portable Game Engine version 1.12 has been released.</h2>

<p>The Orx community is pleased to announce the 1.12 release. Some highlights include:</p>

<ul>
<li><p>Major speed &amp; scalability improvements: from 65k to 16M concurrent objects in memory, a complete rewrite of the orxBANK module, object update re-write, added support for early exit events handling</p></li>
<li><p>Support for joysticks on Android-Native</p></li>
<li><p>A simpler Android build pipeline (can be entirely built from inside Android Studio without the manual NDK build step)</p></li>
<li><p>Added color literals for all HTML web colors. Can be used for Object, Graphic &amp; FX Color values</p></li>
<li><p>Added Nuklear support for new projects with the init project maker tool</p></li>
<li><p>Support for writing JPEG images</p></li>
<li><p>Many smaller fixes/optimizations/improvements. Complete list of changes is here: <a href="https://github.com/orx/orx/blob/master/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/master/CHANGELOG</a></p></li>
</ul>
]]>
        </description>
    </item>
    <item>
        <title>v1.11 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9094/v1-11-has-been-released</link>
        <pubDate>Tue, 12 May 2020 09:43:32 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9094@/index.php?p=/discussions</guid>
        <description><![CDATA[<p><strong>Orx - Portable Game Engine version 1.11 has been released.</strong></p>

<p>Some highlights include:</p>

<ul>
<li>Project build tool "Init" now supports the creation of orx/Scroll, Dear ImGui and orxArchive based projects.</li>
<li>Support changes for MinGW-w64, including new support for 64bit, addition of Visual Studio 2019 and removal of VS2013</li>
<li>OSX/Retina and Windows high DPI display issues corrected</li>
<li>Control over polled physical peripherals.</li>
<li>Text animations</li>
<li>Object LifeTimes based on fx, sound, spawn, track and child, not just time.</li>
</ul>

<p>There is a lot in this release. Check out the full list of changes at: <a href="https://github.com/orx/orx/blob/1.11/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/1.11/CHANGELOG</a></p>

<p>You can download the 1.11 release here: <a href="https://github.com/orx/orx/releases/tag/1.11" rel="nofollow">https://github.com/orx/orx/releases/tag/1.11</a><br />
And to always stay up to date, the github version is at: <a href="https://github.com/orx/orx" rel="nofollow">https://github.com/orx/orx</a></p>
]]>
        </description>
    </item>
    <item>
        <title>v1.10 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9021/v1-10-has-been-released</link>
        <pubDate>Tue, 12 Feb 2019 01:13:08 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9021@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>We're not so good at keeping these forum announcements up (we skipped a few) <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":smile:" alt=":smile:" height="20" /></p>

<p>But read more about it <a rel="nofollow" href="http://orx-project.org" title="here">here</a>.</p>
]]>
        </description>
    </item>
    <item>
        <title>v1.7 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8435/v1-7-has-been-released</link>
        <pubDate>Wed, 03 Feb 2016 03:29:32 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">8435@/index.php?p=/discussions</guid>
        <description><![CDATA[<a href="https://sourceforge.net/projects/orx/files/orx/orx%20-%201.7%20%284092%29/" rel="nofollow">You can grab it here.</a><br />
<br />
And here's the CHANGELOG since 1.6:<br />
<br />
* IMPORTANT: Simplified compile targets to: Debug, Profile and Release (the Core targets are used for tools and don't embed the plugins)<br />
* IMPORTANT: New lighter-weight hg/git repository of orx, setup.bat/setup.sh needs to be called (the first time only) to gather dependencies<br />
* IMPORTANT: Added sound bus feature (for grouped volume &amp; pitch control)<br />
* IMPORTANT: Renamed orxRENDER_EVENT_OBJECT_PAYLOAD to orxRENDER_EVENT_PAYLOAD + modified its layout to use struct hierarchy<br />
* IMPORTANT: Added orxConfig_SetBootstrap() that allow user code to be executed after config module init but *before* any config file has been loaded<br />
* IMPORTANT: Added Webp support (load) to all platforms<br />
* IMPORTANT: Android's target surface is now driven by Display.ScreenWidth or Display.ScreenHeight properties but will maintain device's aspect ratio<br />
* IMPORTANT: Engine will now pause/resume when receiving focus events (Android)<br />
* IMPORTANT: Owner-less shaders are not supported anymore (for full screen shaders, use viewport-attached ones instead)<br />
* IMPORTANT: orxDisplay_SetVideoMode(orxNULL) will now reinit client states/arrays to help with a Steam overlay bug on some Mac computers<br />
* IMPORTANT: orxRENDER_EVENT_STOP is now sent after all extra rendering (FPS, console, profiler)<br />
* IMPORTANT: Added half-axis support to input module<br />
* IMPORTANT: Added optional &quot;sub-frame&quot; interpolation to spawners, off by default<br />
* IMPORTANT: Simplified module dependency scheme (will affect users that do not use the orx_Execute*() helpers)<br />
* IMPORTANT: Physics update now uses absolute fix step update, based on Physics.StepFrequency property, adaptable update is still optionally available<br />
* IMPORTANT: Added Size/Pivot support to objects that do not have graphics, compatible with picking functions<br />
* IMPORTANT: Removed OpenGL ES 1.x support on iOS<br />
<br />
* orxHashtable can now use 64bit keys<br />
* Reactivated Neon support in stb_image (iOS, device only)<br />
* Android's external dependencies are now compiled with gcc 4.9<br />
* Added support for iOS 64bit<br />
* Added orxAnimSet_GetName()<br />
* Added orx_LogAllStructures(), for tracking purposes<br />
* Added commands Command.IsGreater and Command.IsLesser<br />
* Added command Config.ClearValue<br />
* Added orxTexture_GetLoadCounter + associated command<br />
* Fixed scale propagation for physical bodies in object hierarchies<br />
* Fixed CRC32 to use the actual CRC32B reference algorithm + added slice-by-8 optimization<br />
* Fixed Win64 support in file module<br />
* orxFile_GetSize() now support 64bit sizes on all platforms<br />
* Added commands to access object colors in all supported color spaces<br />
* Added resource commands<br />
* Added orxVECTOR constants for secondary colors (RGB)<br />
* Removed all manual CPU/GPU sync points -&gt; no more calls to glFinish()/glFlush()<br />
* Updated all display plugins with VS2013BO-based optimizations<br />
* SoundPointers can now be paused/stopped right after creation<br />
* When a localized string/font isn't found when switching to a different language, the text won't get modified<br />
* Renamed default font -=DefaultFont=- to default<br />
* Misc fixes, optimizations and additions]]>
        </description>
    </item>
    <item>
        <title>v1.6 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7513/v1-6-has-been-released</link>
        <pubDate>Thu, 15 Jan 2015 04:22:55 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">7513@/index.php?p=/discussions</guid>
        <description><![CDATA[<a href="https://sourceforge.net/projects/orx/files/orx/orx%20-%201.6%20%284168%29/" rel="nofollow">You can grab it here.</a><br />
<br />
And here's the CHANGELOG since 1.6rc0:<br />
<br />
* IMPORTANT: Added VS2013 (win32 &amp; x64) support + precompiled binaries<br />
* IMPORTANT: Added VS2012 (win32) support + precompiled binaries<br />
* IMPORTANT: Removed official support for VS2008 &amp; VS2010<br />
* IMPORTANT: orxDISPLAY_EVENT_PAYLOAD has been refactored (field renaming)<br />
* IMPORTANT: orxANIM_EVENT_PAYLOAD has been refactored (field renaming)<br />
* IMPORTANT: Android builds are now using hard-float ABI and NDK r10b<br />
* IMPORTANT: Android builds have been migrated from Eclipse to Android Studio<br />
* IMPORTANT: Added support for Android TV<br />
<br />
* Param config section will now be populated with parameters provided on the command line (full names only)<br />
* Debug-only: orx will try to detect and warn about case config errors<br />
* Optional context can now be provided when registering event handlers<br />
* Animations (both current &amp; target) can now be changed from within an animation event callback<br />
* Added Joystick support to Android, conditional upon Android.UseJoystick config property<br />
* Added Nexus player remote support to Android<br />
* orxSTRUCTURES ordered as lists will not be ordered as FIFO anymore (use instead a cache friendly strategy)<br />
* Added orxDISPLAY_EVENT_LOAD_BITMAP, orxTEXTURE_EVENT_LOAD and orxANIM_EVENT_UPDATE events<br />
* Added Display.ShaderVersion config property, defaults to 120 on Windows, Linux &amp; OSX<br />
* Spawner can now handle random/list values for WaveSize, WaveDelay and ObjectSpeed<br />
* Android audio thread is paused when application is sent to the background<br />
* AnimSets can now contain up to 1024 anims (previously: 256)<br />
* Command Object.Delete will now handle disabled objects correctly<br />
* Updated stb_image to v2.0b<br />
* Updated stb_image_write to v0.95<br />
* Updated stb_vorbis to v1.04<br />
* Misc fixes, optimizations and additions]]>
        </description>
    </item>
    <item>
        <title>v1.3rc0 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/2049/v1-3rc0-has-been-released</link>
        <pubDate>Mon, 16 May 2011 06:28:02 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">2049@/index.php?p=/discussions</guid>
        <description><![CDATA[As usual, there's been a bunch of new stuff since latest release, including 2 complementary ports for Android, thanks to Laschweinski and Lydesik.<br />
<br />
<a href="http://sourceforge.net/projects/orx/files/orx/orx%20-%201.3rc0%20%282513%29" rel="nofollow">You can grab it here.</a><br />
<br />
---<br />
<br />
!Warning: Some parts of the API/config properties have slightly changed so please read <b>carefully</b> the CHANGELOG file!<br />
<br />
Here's its content:<br />
<br />
* *** Added new platform with full support: android/android native. ***<br />
* IMPORTANT: Added very easy to use CPU profiler module with optional runtime graphical display (#define __orxPROFILER__)<br />
* IMPORTANT: Added OpenGL ES 2.0 support for iPhone/iPod Touch/iPad + full shader pipeline (including custom shader support)<br />
* IMPORTANT: Mingw dev package has binaries built with gcc 4.5.0 which are *NOT* compatible with older versions of gcc. Please upgrade or recompile orx and dependencies.<br />
* IMPORTANT: Added physics joints support and updated to Box2D 2.1.3 (svn v140, pre-release) which impacts on some physics settings (no more world boundaries, etc...)<br />
* IMPORTANT: a ChildJointList can be specified in config for building complex objects with joints, along the ChildList config property<br />
* IMPORTANT: iPhone touch, motion and accelerometer events have now been merged with android ones in orxSYSTEM_EVENT_*<br />
* IMPORTANT: Added non-monospace (ie. non-fixed width) font support + updated orxFontGen to generate both monospace and non-monospace fonts, packed/non packed characters<br />
* IMPORTANT: Added sound recording (to memory and/or disk with various file format support, with possibility of analyzing/pre-processing the samples through events)<br />
* IMPORTANT: When playing a sound stream, the packets can be analized/altered on the fly (for realtime effects, for example)<br />
* IMPORTANT: Rendering to texture support is back with GLFW &amp; iPhone plugins<br />
* IMPORTANT: orxSYSTEM_EVENT_BACKGROUND &amp; orxSYSTEM_EVENT_FOREGROUND have been added to handle new iOS 4 &quot;backgrounding&quot; for application and will deactivate any rendering made by orx by defaault<br />
* IMPORTANT: Scale for objects with a ParentCamera is now expressed in camera space, by default.<br />
* IMPORTANT: Custom event config syntax has changed (please check CreationTemplate.ini): they are now bound to keys and don't require a timestamp<br />
* IMPORTANT: If a shader parameter is defined as an explicit list, an array will be created instead of a single variable<br />
* IMPORTANT: UseParentSpace config property for objects with a ParentCamera now take additional values: both, non, positiona and scale<br />
* IMPORTANT: UseRotation/UseScale in spawner config changed: when set to false, no rotation/scale will be applied to the created object by the spawner and UseRelativeSpeed will always use spawner's parent orientation/scale<br />
* IMPORTANT: Added Tutorial <a rel="nofollow" href="https://forum.orx-project.org/index.php?p=/search&amp;Search=%2312&amp;Mode=like">#12</a>, Shader and Lighting<br />
* IMPORTANT: Added Smooth(step) curve for orxFXs<br />
* IMPORTANT: orxCamera_GetFrustum now returns a frustum in camera's local space<br />
* IMPORTANT: Config save callback now takes an extra parameter: the file name<br />
* IMPORTANT: orxLOG() will now use the current debug flags so it's possible to globally enable/disable file/console logging, even for orx's generated logs<br />
* Optimized home render plugin to batch objects by texture (5-15% FPS boost, depending on scenes)<br />
* Optimized frame update for orphan objects (6-8% FPS boost)<br />
* Optimized GLFW and iPhone rendering: batching + indexing + interlacing -&gt; 10 - 100% FPS boost<br />
* Orx will now use the current desktop resolution if none if provided<br />
* Fixed 2nd object in orx's global list not being ticked for one frame when first object's life time was depleted<br />
* Orx has perfect synchronization between sound playing and sound recording to allow on the fly analysis/modication of sound packets<br />
* When selecting a new input set, the inputs status will be updated immediately to make sure holding key/button won't register as a new status<br />
* Better mouse axis handling in the input module: when user manually moves the cursor to simulate a capture, this won't affect input's values<br />
* Added JoystickMultiplier to input module: all joystick axis values will be multiplied by this value to allow scaling and a more seamless joystick/mouse input integration<br />
* Anims can now contain 65535 keys and 65535 events<br />
* Config lists can now contain 65535 values<br />
* Increased config section table size to provide faster accesses for huge config data (10 000+ sections)<br />
* Added orxDisplay_GetBitmapData()<br />
* Added optional depth buffer creation + better user-defined external rendering support (such as custom 3D rendering)<br />
* Added CleanOnDelete in spawner config to delete all alive spawned objects when their spawner is deleted<br />
* Minor internal pipeline/vertex shader optimization<br />
* Added dlmalloc as internal default memory allocator<br />
* Clock DT and orxSystemGetTime() are now using double precision and can support much much longer uptimes<br />
* Added orxEVENT_TYPE_DISPLAY/orxDISPLAY_EVENT_SET_VIDEO_MODE event<br />
* No more limitation on the number of body parts contained in a body<br />
* Added AllowSleep config property for bodies<br />
* Replaced system's pseudo-random functions with faster pseudo-random ones<br />
* Merged orxFile and orxFileSystem modules<br />
* Added orxBank_Compact()/orxBank_CompactAll() functions to reclaim unused bank segments<br />
* Fixed rendering with positive aspect ratio (only negative were working correctly)<br />
* Fixed some config &quot;block&quot; parsing issues with multiple double-quotes<br />
* Fixed orxFontGen to output visually correct fonts when used with fonts that have a negative left side bearing<br />
* Fixed orxConfig_SetEncryptionKey() not being able to be called before orx's init<br />
* Fixed orxString_ToS32/ToU32 considering 0 as an invalid octal number (still giving 0 as result but interrupting the conversion of the remainder of the string)<br />
* Removed object render flag (wasn't very precise)<br />
* Added orxTEXTURE_EVENT_CREATE/_DELETE events<br />
* Added orxSPAWNER_EVENT_CREATE event<br />
* Body's features can now be queried with read-only flags<br />
* Added linear &amp; angular damping runtime accessors (get/set) for bodies<br />
* Added self flags &amp; check mask runtime accessors (get/set) for body parts<br />
* Simplified iPhone demo<br />
* Changed the way reference handling works for orxSTRUCTUREs so as to be more consisten<br />
* Fixed issues that prevented orx from being fully restarted in the same program execution<br />
* Better AllowGroundSliding handling in the Box2D physics plugin<br />
* Fixed full executable path handling on init<br />
* Misc optimizations &amp; fixes]]>
        </description>
    </item>
    <item>
        <title>v1.1 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/641/v1-1-has-been-released</link>
        <pubDate>Tue, 26 Jan 2010 19:38:24 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">641@/index.php?p=/discussions</guid>
        <description><![CDATA[<a href="https://sourceforge.net/projects/orx/files/orx/orx%20-%201.1%20(1740)" rel="nofollow">orx v1.1 has been released!</a><br />
<br />
There are a lot of changes between v1.0 and v1.1. You can find an almost exhaustive list in the CHANGELOG file from any package.<br />
<br />
<br />
The 3 majors changes that you <b>need</b> to pay attention to, when updating to v1.1:<br />

<ul>
none<li>The config property WaveNumber for spawners has been renamed WaveSize<br />
</li>
<li>The gravity is now expressed in the same unit system as every other physical values. If you didn't change the DimensionRatio property for Physics in your game, you then need to multiply your previous gravity by 100 (the default DimensionRatio being 0.01)<br />
</li>
<li>As now you can specify empty values for any config property (useful when overriding), when you use blocks for values, the first block marker [&quot;] has to be one the same line as the asignment character [=]none</li>
</ul>
<br />
Beside these major changes, a lot of things have been added since the previous release, here's a list of the main ones:<br />

<ul>
none<li>Added custom animation events, handled from config files (very useful for synchronization)<br />
</li>
<li>Clocks can now be created from config and directly associated to objects, ie. time stretching can easily be done on a per object basis<br />
</li>
<li>Added easy timers based on clocks with optional repetition counters<br />
</li>
<li>Added raycasts to test against physical bodies<br />
</li>
<li>Objects can now have a custom gravity that can be changed on-the-fly<br />
</li>
<li>The display resolution + windowed/fullscreen can now be changed on-the-fly<br />
</li>
<li>Dynamic physical objects can now be part of an object hierarchy, they will compute their position given their parent movement and the results of the physical simulation<br />
</li>
<li>More robust logic/physics/display loop with no more 1-frame delay<br />
</li>
<li>When using the ChildList property of objects, the hierarchy can be inspected at runtime with orxObject_GetChild() / orxObject_GetSibling()<br />
</li>
<li>AutoScroll/DepthScale now works correctly with objects that have bodies<br />
</li>
<li>Added orx_WinExecute() convenience wrapper when executing orx from WinMain() (ie. for windows console-less games)<br />
</li>
<li>A bunch of optimizations and misc fixes =)none</li>
</ul>
]]>
        </description>
    </item>
    <item>
        <title>v1.0rc0 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/171/v1-0rc0-has-been-released</link>
        <pubDate>Mon, 18 May 2009 01:12:39 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">171@/index.php?p=/discussions</guid>
        <description><![CDATA[You can grab it <a href="https://sourceforge.net/project/showfiles.php?group_id=234700&amp;package_id=284950&amp;release_id=683418" rel="nofollow">here</a>.<br />
<br />
Please post in the forum about any feedbacks, suggestions or comments you have, as well as any bugs you found!<br />
<br />
Here is a copy of the readme file you can find in the package. Any idea on how to improve it will we welcomed! <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br />
<br />
--<br />
<br />
Orx - Portable Game Engine  (Version 1.0rc0)<br />
<br />
=============================================================================<br />
<br />
Email iarwain at orx-project.org to contact the author; or better, check<br />
orx's homepage at <a href="http://orx-project.org" rel="nofollow">http://orx-project.org</a> for the most up-to-date contact information.<br />
<br />
This engine is licensed under the LGPL, see the file LICENSE for details.<br />
<br />
<br />
Intro
<hr />
<br />
Orx is a 2D oriented, data-driven, portable game engine focused primarily on ease of use.<br />
<br />
This is the first release candidate for orx v1.0. If you find any bugs,<br />
please report them at <a href="https://forum.orx-project.org/discussion/387]my" rel="nofollow">https://forum.orx-project.org/discussion/387]my</a> other post[/url] for more information about what I want to do.<br />
<br />
This is due to the strong coupling created by various 'CreateFromConfig' functions as well as most API functions relying on a config id so it can call 'CreateFromConfig'.<br />
<br />
So, if I want to represent my data using json or xml, I will have to manually create everything from scratch.<br />
<br />
A solution to that might be:<br />
<br />
1). Create a resource manager that creates objects, graphics, animations, etc, for you based on a key.<br />
<br />
In standard config it should remain the same way.<br />
<br />
In json could be something like<br />

<pre><code>'resources['graphics']['player']['images'][0]'
</code></pre>
<br />
In XML could be something like<br />

<pre><code>'resources/graphics/player/images[1]'
</code></pre>
<br />
<br />
2). Create format handlers to interpret different formats for orx.<br />
<br />
<br />
3). Change *CreateFromConfig functions so object creation / retrieval is delegated to the resource manager.<br />
<br />
I don't know if this is a good idea, nor if it is compatible with current design or even if it is doable, but this is what makes sense to me.<br />
<br />
Comments?]]>
        </description>
    </item>
    <item>
        <title>v.0.9.1 (1108) has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/42/v-0-9-1-1108-has-been-released</link>
        <pubDate>Tue, 21 Oct 2008 05:43:44 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">42@/index.php?p=/discussions</guid>
        <description><![CDATA[Hello all!<br />
<br />
The title says everything! <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br />
<br />
Actually there are only a limited amount of changes since last release, but they were, for most of them, aiming at making the engine more user friendly! Thanks again for all people who made suggestions going this way, especially M1SF17. <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br />
<br />
But enough of this, let's see what we have with this new version. Here's a quick list of the changes since last release (0.9.0b (1019)):
<ul>
<li>Added more config file controls (section.key referring, file include, automatic encryption, filtered save, ...)</li>
<li>Engine will now compile/link out-of-the-box when using the externlibs package</li>
<li>Easy UI object placing through config file (supporting mulitiple aspect ratio)</li>
<li>Added picking function, to simplify UI handling</li>
<li>Simplified release/debug plugin handling (no need to specify to separate sets of plugins anymore)</li>
<li>Added orxSPAWNER that can creates wavec of objects (configurable from config file)</li>
<li>Added LifeTime support for objects (makes particles and FXs easy to handle, fire-and-forget style)</li>
<li>Added mouse cursor control (move + hide/show)</li>
<li>Added windows decoration control through config files</li>
<li>Added sound spacialization with listeners</li>
<li>Added priorities for clock callbacks</li>
<li>Enhanced clock ticks (no more precision degradation after some hours)</li>
<li>Added more events for creation/run/destructions of orxOBJECT, orxFX, orxSOUND, ...</li>
<li>Added names from config files for most of objects (helps debugging and sorting in event handlers)</li>
<li>Added new blend modes: add and multiply (only alpha blending was previously supported)</li>
<li>Added oriented bounding box module (and completed previous axis aligned box and vector modules)</li>
<li>Fixed display bug that made scrolling (and movement) not completetly smooth</li>
<li>Added some debug code to help tracking wrong user allocation/free requests</li>
<li>Added lot of error messages (300+) that should cover most of failure cases (thanks to M1SF17)</li>
<li>Doxygen doc is warning free now</li>
<li>Some speed optimizations</li>
<li>Some bug fixes</li>
</ul>
<br />
Most important of all: if you get orx source + exter libs, everything will compile/link <b>out-of-the-box</b> no matter which IDE/build system you'll use.<br />
<br />
Any comment is welcomed, as usual! <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>v0.9.0b released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/5/v0-9-0b-released</link>
        <pubDate>Mon, 01 Sep 2008 09:35:51 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">5@/index.php?p=/discussions</guid>
        <description><![CDATA[Here we are, the 0.9.0(b) has just been released!! :woohoo:<br />
<br />
You will find inside:<br />
<br />
- 10 basic tutorials covering most of orx feature (but not in depth) such as: object creation, camera/viewports, animations, physics, sound/music, differential scrolling, visual FXs, frames and stand alone executable creation<br />
<br />
- Most of orx features are in a stable state, and only two modules are still currently under WIP: script and package. Expect them to be functional for the 1.0 release.<br />
<br />
Next release will be 0.9.1 featuring an advanced tutorial (platformer-like) and object speed/movement controlled by animations.<br />
<br />
Use this thread for any question or feedback concerning this release. Last but not least a download link where you can find everything: sources, build dev librairies for windows and linux, doxygen doc and tutorials (code+binaries) =&gt; <a href="https://sourceforge.net/project/showfiles.php?group_id=234700" rel="nofollow">here!</a><br />
<br />
Thanks again to Mochi &amp; KroustyBat for the arts (resp. pixel arts+music and logo)! :laugh:]]>
        </description>
    </item>
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