When comparing Orx vs Oxygine, the Slant community recommends Orx for most people. In the question“What are the best 2D game engines?” Orx is ranked 5th while Oxygine is ranked 18th. The most important reason people chose Orx is:
Powerful config system that makes orx data-driven and provides an easy to use load/save system.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro Powerful config system
Powerful config system that makes orx data-driven and provides an easy to use load/save system.
Pro Friendly community
Good friendly development community ready to help each other with tips and advice for setting up and best practices.
Pro Automatic hot-loading of resources
Automatic hot-loading of resources upon modification on disk, shortens drastically iteration times.
Pro High performance
Written in C with high emphasis on memory and CPU efficiency.
Pro Supports desktop and mobile
Supports Windows, Linux, Mac OS X, iOS and Android.
Pro Data configuration
Orx is a Data Driven engine that greatly reduces required code. You can configure object definitions, bodies, cameras, sound, animation, event tracks, etc.

Pro Custom shader support
GLSL code can be added straight into data configuration files and can be applied to any texture: background or objects whivh allows for some amazing effects. All GLSL versions are supported, again by providing the shader language version in your configuration file.
Parameters are supported and values over time for shader animation.
Pro Flexible clock system
Clock system that provides time consistency and allows time stretching + high precision timers
Pro Flexible and simple FX
Color and translation FX are simple to configure and apply to objects.
Pro Good animation engine
Includes a chaining graph & custom animation events for synchronization.
Pro Free and open source
Uses the zlib license. Lets you use Orx for free for any kind of projects, even for commercial ones.
Pro Input controls and binding
All input devices are fully supported: Joysticks, Mouse, Gamepad, Keyboard and Touchscreen. Multiple physical devices and be mapped the same binding.
Pro Excellent results on performance benchmark
Rated the fastest engine in the OpenFL’s BunnyMark since October 2015.
Pro Great audio support
Samples for sound effects, or streams for music. All sounds can be groups via audio buses just like in a typical DAW (Digital Audio Workstation).
All sounds can be spatial relative to the camera.
Pro Viewport scheme allowing multiple views
Camera/viewport scheme allowing multiple views displayed with camera translation, zoom and rotation.
Pro Good render support
Fragment (pixel) shader support, render to texture, MRT, easy composition and custom rendering support.

Pro Easy post-processing/compositing for complex visual effects
Pro Integrated runtime profiler
Integrated runtime profiler (with graphical display) to easily spot which parts of your game need to be optimized.
Pro Collision handling and rigid body physics
Pro Screenshot capture tool
Supports .bmp, .png, .jpg, .tga and .dds
Pro Multi-Threading
Pro Great IDE Support
Out of the box Windows support for:
- Visual Studio
- Codelite
- CodeBlocks
- gmake
Out of the box Mac support for:
- XCode
- Codelite
- gmake
Out of the box Linux support for:
- Codelite
- CodeBlocks
- gmake
Pro Well-supported C++ wrapper
Orx provides a excellent c++ wrapper for object oriented design, called: orx/Scroll. You can, of course, roll your own.
Pro Games can be built as HTML5 applications
Most interesting is ability to build C++ Oxygine application for Web via Emscripten. So you write C++ code and it will compile it to HTML5/JS.
Pro Functionality can be extended with a bunch of available extenions
All of them available publicly at github.
- oxygine-movie for playing Theora movies with alpha channel
- oxygine-sound player for ogg sound/music with streaming
- oxygine-freetype library
- oxygine-billing for in-app-purchases on Android/iOS
- oxygine-spine for playing Spine animations
- oxygine-magicparticles for playing particles made with MagicParticles
Pro Will be familiar to users of ActionScript3/Flash API
If you are familiar with ActionScript3/Flash API, then you will find it easy to begin working in Oxygine. Oxygine is much like Flash in C++, as its Event Handling model is very close to that of ActionScript 3 and SceneGraph.
Pro Easy to use C++ API with optional C++11 features
Oxygine is written in C++. It provides easy to use API, which is designed with "do more with less code" philosophy. It uses a managed scenegraph system that takes care of rendering and updates, and provides ability to extend with custom rendering and updates.
Pro Free, open source and cross-platform
Oxygine is a free framework that works on OS X, Windows, Linux, iOS, Android, HTML5. It's licensed under MIT with source code available on GitHub.
Pro Robust
It's very rare to experience bugs with Oxygine.
Pro Allows playing movies with alpha channel
Using oxygine-movie extension for Oxygine you could play in your game any videos encoded with Theora codec.
You movie could have alpha channel and used as simple sprite instead of classic spreadsheet animations.
Pro Allows for flexible contol over draw processes
Pro Fast
Cons
Con Feature discovery and explanation could be better
Some features are not well explained / highlighted: for example, unless you use the interactive project initialization, you have to go over the tutorials and examples in the wiki to learn that there is an optional C++ layer, Scroll, developed on top of the C API. Similarly, some major information are missing from the website, wiki and Doxygen documention, and are left for the users to discover in source headers and INI template files, or by searching the forum (e.g. the 0,0 coordinate being the center of the screen and not top left, the list of all Orx scalar types and their use, etc).
Con No network support
Con Inactive
The project does not seem to be active: there has been no new commit since mid-2019, the Twitter feed for the engine stopped posting news in 2018, and the forum is offline as of May 2021.
Con Little community support
Oxygine is a young framework. It was first released in 2013 and has yet to gather a large community. As of February 2016, the forum had just 123 members.
Con Not many tutorials available
There are not many tutorials available that teach developers on how to make a game with Oxygine from scratch. Because of this, it may be harder to pick it up or to start learning game development by using this engine.
