Orx - Portable Game Engine (Version iPhone 1.3)
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Email iarwain [at] orx-project -dot- org to contact the author; or better, check
orx's homepage at http://orx-project.org for the most up-to-date contact information.
This engine is licensed under the zlib license, see the LICENSE file for details.
Orx is a 2D-oriented, data-driven and portable game engine focused primarily on ease of use.
Please read the README file for general info about orx.
Intro
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This release contains the full source code of orx as well as an iPhone-oriented demo featuring:
- accelerometer
- touch interaction
- physics
- particles
- music & sounds
- dynamic object creation
- visual FXs
For more generic examples on how to use orx, please get the tutorial package and/or have a look at http://wiki.orx-project.org.
Files
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/code
/build/mac/xcode - XCode project file for both orx and the iPhone demo
/demo - Source, config and data files for the iPhone demo
/include - Orx's include files
/lib/static/iphone - Folder where the static orx library is built
/src - Source files for compiling orx
/plugins - Source files for orx's iPhone plugins
CreationTemplate.ini - List of all config parameters used when creating objects, sounds, graphics, ...
SettingsTemplate.ini - List of all config parameters for physics, display, ... setup
liborx-fat-1.3-sdk4.2.zip - Fat static library of orx,
including both simulator & device (iPhone/iPod Touch/iPad) versions compiled with iPhone SDK 4.2
/doc/html - Orx's API documentation (doxygen)
/extern - Orx's external dependencies needed when building its plugins
HowTo
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If you're not familiar with orx you can start by opening the XCode project in /code/build/mac/xcode.
This project contains both orx library and a small iPhone-oriented demo.
The demo uses iPhone's accelerometer (using orx's joystick module) and iPhone's touch system (using orx's mouse module).
Demo's code is found in /code/demo/iPhone/orxTest.mm and is very short.
Demo's config files can be found in /code/demo/iPhone/config.
Fiddling with both demo's code and config is probably a good place to start understanding how orx works.
The wiki at http://wiki.orx-project.org also contains useful informations as well as some more generic tutorials.
When starting your own new project, you can either modify the demo project file (that also compiles orx) or use
the precompiled libraries found in liborx-fat-1.2-sdk3.2.zip along with the include files found in /code/include.
The precompiled libraries contain both device & simulator code for more convenience.
Comments
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If you have any questions, comments, ideas or bug reports, feel free to post them
on orx's forum (http://forum.orx-project.org) or send them directly by mail to iarwain [at] orx-project -dot- org
Enjoy!