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About Orxonox

  • Development Status: Alpha
  • Environment: X11, OpenGL, OpenAL, SDL, QT
  • Intended Audience: Gamers
  • Licence: GNU General Public Licence (GPL)
  • Natural Language: English
  • Operating System: Linux (primary), Windows (sec), MacOS X
  • Programming Language: C++ OOP

The Story

The year is 2102. The universe is still expanding, stars and galaxies adorn the skies of the planets all over the universe. Supernovas send their exploding flashes through the infinite wideness. Black holes suck in beams of light and the sun of the solar system is still shining down on Earth and Mars. But it's not like nothing has changed. read more?

The Engine

Even though this is not usual anymore today, we started this project by programming our own game engine. We did this because we wanted to understand how games work. After a first working version of Orxonox we changed route and switched to DEVELOPMENTSYSTEM to enable Orxonox to thrive from the knowledge of a big open source development community.

You can read more about the engine features here?.


Orxonox is an open source project that started in February 2004. At the moment we are about 15 active developers mainly from the ETH Zurich and other Swiss universities. Our goal is to create a funny and exciting 3D action game. In fact Orxonox shall become the most furious 3D action game the open source game community has ever seen!


Orxonox is also a part of the optional bachelor course program at the ETHZ ITET departement in form of a PPS: Every semester new students learn how to work on Orxonox using open source tools. Here you can see the cource program of the last semesters.


Email, mailing list, forum … TODO


Coder: Patrick Boenzli

Core framework, OpenGL, C++ hardend, collision detection, event handling, OpenGL, network designer, bsp-mapper, bad modler, webpage, organizer, inventor, beer drinker, griller, SegaMegadrive gamer. Email:

Coder: Benjamin Grauer

GTK, Graphical User Interface, sound engine guru, webpage, OpenGL developer, Vodka, grill master, overchiller, studies abuser, modler, lucas arts adventure gamer Homepage: Email:

Coder/Modler: Benjamin Knecht

Playability developer, controls designer, story, universe writer and modler Email:

Coder: Andy Maechler

Weather engine wizard and linux fan.

Coder: Christoph Renner

Network Master and command line arguments implementer

Coder: Claudio Botta

BSP and height map implementer.

Coder: David Hasenfratz

Animated texture implementer, weather god and party man

Coder: Stefan Lienhard

Animated texture implementer, water shader genious, party man and 42M runner

Coder: Silvan Nellen

Playability developer and LUA script genious. Our guitar man.