
The Orx community is pleased to announce the 1.17 release.
Below are the highlights of the changes that made it this year:
- Named variables for commands (quality of life feature: new short syntax allowing for direct access to any config content from any command)
- ScrollObject auto-binding (manual binding is still supported)
- Locale groups can now be overridden for any graphics, texts or sounds
- A bunch of new triggers (Anim, Enable, Disable, Pause, Unpause, etc.)
- A new init extension based on the Clay library (GUI/layout)
- New task worker pool that scales with underlying hardware
- Leveraged the new task worker pool to drastically reduce the time taken for SDF glyph generation, resource bundling and texture loading
The complete list of changes can be found here. (gihtub)
Presentation:
ORX is a 2.5D data-driven game engine. It is open source (Z-lib), ultra-fast, multi-platform and full-featured for C/C++ beginners and experts alike programmers (some bindings exists too).
With over 20+ years of refinement, ORX stands out for its lightweight, low footprint, modular design, cross-platform support (Windows, Linux, macOS, iOS, Android, HTML5), and data-driven approach that slashes development time.
It's Free (zlib), optimized, and backed by a very small but passionate community, Overall, it's really its data-driven approach that make it different and interesting to check. 🚀🎮
A Discord is available, but If you wish to know more here, we'll be able to answer to your questions. We're not the devs but are using it for years, so we will not have all the answers, but some for sure :).
A live video, presenting the engine while coding a full micro game in less than 1h, is available here:
https://www.youtube.com/watch?v=5Bdt_c0LGnE
Many other videos can be found on the main channel too
https://www.youtube.com/@orxengine
Cheers.