Oxygine
| Developer(s) | Denis Muratshin |
|---|---|
| Written in | C++ |
| Engine | |
| Operating system | Microsoft Windows, Linux, iOS, MacOSX, Emscripten |
| Type | Game SDK |
| License | MIT license |
| Website | oxygine |
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Oxygine is a C++ engine for 2D mobile and PC games. The engine is based on a scene graph that is similar to Flash. This feature is like Flash for C++, but more comfortable and much faster. Initially, it was developed for mobile platforms (iOS, Android), but can also be used for PC games. Source code is available under the MIT license (use for free anywhere).
SDK includes
- Source code, libraries
- Necessary tools, documentation
- Examples
- Demo for testing and demonstrating base features
Supported platforms
- Android
- iOS
- Windows
- MacOSX
- Emscripten (Web)
Examples of code
//create sprite and display it
spSprite sprite = new Sprite();
sprite->setResAnim(gameResources.getResAnim("anim"));
sprite->attachTo(getRoot());
sprite->setScale(0.5f);
//run animation tween
sprite->addTween(TweenAnim(gameResources.getResAnim("anim2")), duration, loops);
//run position tween sprite->addTween(Sprite::TweenPosition(x, y), duration, loops);
//handle events sprite->addEventListener(TouchEvent::CLICK, CLOSURE(this, &someClass::onClick));
//short syntax example
sprite = initActor(new Sprite,
arg_resAnim = gameResources.getResAnim("plus"),
arg_scale = 0.5f,
arg_onClick = CLOSURE(this, &HUD::clicked),
arg_pos = Vector2(70, 55),
arg_attachTo = getRoot());
Features
- Programming language is C++.
- For rendering, OpenGL(ES) 2.0 is used. Custom shaders supported.
- Compressed textures supported.
- Component-based system, simple and predictable OOP API. Possibility to inherit from classes and overload their behavior.
- No global mega managers of everything, that dictate requirements to the way you write your code.
- Effective and flexible work with resources, very close to your game.
- Components of the engine have weak links between each other. Can be used together, separately, or not at all.
- Fast creation and deletion of objects using memory pools for all engine objects.
- SceneGraph is somewhat similar to Flash (diagrams with inheritance models). It is built on smart pointers (analogue boost:intrusive_ptr). No need to hassle with memory control, memory leaks. If you want to use your own scene graph, you can use just the low-level images rendering system from Oxygine.
- Debug Tools. Tree Inspector is “Visual profiler” for Scene Graph. Right in the game, you can view the graph and different branches to analyze and search for errors. “Textures Inspector” shows you currently loaded textures into memory. “Textures Inspector” shows you currently loaded textures into memory.
- Render to texture.
- Resources description is stored in an XML file. It has multiple different parameters: you can add your own resources types, format can be set, in which you will store the texture (atlas) in memory, number of columns and rows for animation, etc. Any resource can have user-data attributes.
- Tweens for frame-by-frame animation, color, position, rotation, etc. Your own can be easily created.
- Set of basic UI components commonly used in games: Button, Sprite, ProgressBar and others.
- Command-line tool on Python to process your resources: Build you resources from XML files into atlases, determining the optimal size of atlases. Resize assets from high-res to necessary for your game. Does additional work to optimize work with resources in the game. Compress automatically to ETC1 or PVRTC textures format.
- Well-designed handling of events from mouse and multi-touch (for example, you can press two buttons with two fingers at the same time without collisions) based on AS3 Flash model. For different event handlers (or tweens) you can setup callbacks based on Winnie.Closure.
- It is possible to write code and dialogs in blocking style (concurrency programming/coroutines).
- Accurate rendering of text with line wraps, vertical and horizontal alignment support, localization, utf-8. Base HTML tags support.
- If you want to add multiple sets of assets for different game resolutions, it can be done on the engine level by writing just a few lines of code. You won’t need to adjust coordinates manually for different resolutions. It is enough just to keep initial art in high-res.
- Screenspace masking
- Atlas assembling on the fly during loading, if you didn't make it before.
- Multi-threaded resources loading.
- It is possible to partially unload "heavy" resources, like atlases, from memory. The resource handle to work with atlas will still be valid (as well as its size) and will even have a texture point, but the texture itself will be empty. This is very important when you have strict memory limitations: for example, if you created all UI with all resources loaded, but there is no need to display them.
- Fast automatic batching.
- Bitmap fonts based on BMFont. Possibility to add your own font type.
- You could build it on top of Marmalade, SDL2, or adapt it for your platform. Oxygine also could be built with Emscripten for internet browser.
And this is not all. There are a lot of features, but it is easy to use them. The framework is not a monster and very intuitively clear. Viewing a couple of examples would be enough to understand how it works.
References
This article "Oxygine" is from Wikipedia. The list of its authors can be seen in its historical. Articles copied from Draft Namespace on Wikipedia could be seen on the Draft Namespace of Wikipedia and not main one.
