[27 Apr 2025] Live session #16 - Updating a Project, Web/HTML5 & Advanced Concepts
This session was about how to update an existing (old) project, the new HTML5/Web platform and some advanced concepts:
- How to update an existing Init-ed project
- Export to the Web/HTML5 platform
- Runtime font support, using TrueType/OpenType files:
- Regular font
- Signed Distance Field (SDF) fonts & customization
- Rate-limited object creation
- Context-based object creation:
- Dealing with complex object hierarchies
- Simple data-driven customization support
[8 Dec 2024] Live session #15 - Noise Texture Generation & Recent Features
This session was about the new Noise Texture Generation extension (and how it was made) and recent features:
- Noise Texture extension
- Use this extension’s internals to show:
- Masquerading as a new resource type to generate a resource content on the fly
- How to link hot reloading of config with texture
- Recent features:
FrameGridconfig property (animation)Orientationconfig property (graphics)- New options for the
AutoResetconfig property (spawner) @<Section>support forFind[Owned]Childfilters+=working through inheritance- Timeline, Shaders & Triggers fully working with inheritance
- Per-object virtual inputs (using
^with ScrollObjects)
- Texture loading benchmarking (PNG vs WEBP vs KTX2 vs QOI)
[29 Sep 2024] Live session #14 - Triggers, Embedding & Extending Orx
The “denoised” version is now available.
This session was about the new Trigger module as well as how to embedd orx in other codebases, along other engines and how to extend it:
- How to embed orx, fully or partially, in other codebases
- The new Trigger module
- Extending orx (non-intrusive): extensions vs plugins
- Hot-swapping plugins during development
- Plugins as resources: Packaging them in bundle
[24 Aug 2024] Orx - Portable Game Engine version 1.15 has been released.

The Orx community is pleased to announce the 1.15 release.
There are quite a few changes in this release.
Here are some highlights:
- A new resource type,
mem, has been added for in-memory/embedded resources. The embedded default font and orx logo are leveraging it, while ultimately reducing the size of the library/binary on disk. - The
FXmodule has been completely overhauled and now supports Bezier curves & 30 web easing curves. Triggeris a new module that allows to define and run commands, when handling hierarchical/cascading events. Some triggers have been internally added to handle physics collisions (On[Part]Collide/On[Part]Separate) and object lifetimes (OnCreate/OnDelete).- Input sets can now optionally be linked to
ScrollObjects, providing a unified interface for controlling objects, either from physical devices, with code or with commands. Additionally,OnInputtriggers will be fired for ScrollObject that are bound to an input set. - Orx can now easily run in
headlessmode, allowing for simple partial or complete embedding in other projects/engines. Initcan now update projects: adding/updating/removing extensions on existing projects.Inspector, a new extension to inspect objects and their associated config at runtime.Cheat, a new extension to handle cheat codes (think Konami code or Doom cheats).SNDH, a new extension to play Atari ST audio files.- The
Modextension has been updated to support FastTracker 2 .XM & Scream Tracker 3 .S3M audio formats. - A ton of other features and quality of life improvements.
The complete list of changes can be found here.
[7 Jul 2024] Live session #13 - Updating a Project, Colors & Misc
The “denoised” version is now available.
This session was about using & expanding on HTML color literals and using Init to update projects:
- HTML colors
- Load (large) config properties from memory
- Compose shaders using CodeList
- Update projects using Init
- New extension sneak peek: Inspector
- How to retro-fit Init into an existing project
