🐂 ox_core - A modern FiveM framework

ox_1f402

ox_core is a lightweight and flexible framework for FiveM server development, built to optimise performance and provide core functionality. It handles core server systems such as players, vehicles, groups, and accounts, providing essential tools without the overhead of excessive features.

By offering a focused set of APIs, ox_core simplifies server development, allowing developers to efficiently create and manage custom game modes. Unlike other frameworks, it eliminates bloated “shared” objects and unnecessary functions, ensuring that only what’s essential for smooth server operation is included.

Key Features:

Built for modern FiveM

Supports advanced FiveM features such as OneSync, statebags, and server-side entities, ensuring compatibility with the latest developments on the platform.

TypeScript Support

Full integration with TypeScript, ensuring strong type safety and enhanced developer experience.

Object-Oriented

Leverages an object-oriented approach where systems such as players, vehicles, accounts use inherited functions and properties. This structure not only improves performance and memory usage but also allows methods to be shared seamlessly across both Lua and JavaScript scripts, enabling efficient development in mixed-language environments.


See the links below for more information.

54 Likes

:ox: :ox: :ox: :ox:

Oh shit!! :ox: is :goat: ed

ox :heart_eyes::heart_eyes::heart_eyes:

Excellent news. Congratulations to the Overextended team on their release. It’s been a long road, but I am sure it’s going to be awesome. I’ll be installing it on my test server this week.

:tada:

1 Like

Finally a framework that is not based on another framework and what not, I am very excited for the future of ox_core!

If my core resource doesn’t have any moldy 2016-2017 undebuggable and unrefactorable code, I don’t want it on my on server! (/s)

1 Like

I want to upgrade to this so bad, but all of our assets are esx based and I’m not sure we’d be able to maintain features and functionality.

:ox: :ox: :ox: :ox:

It is finally officially released! Awesome :open_mouth: :ox: :ox: :ox:

how do i switch from esx scripts into ox core’s ?, it will still support qb/esx scripts by itself or what.

No. QB is loosely ESX based so there are many 1:1 replacements, but ox_core is its own thing. Many “standalone” functions which are included in those frameworks but don’t really interact with them are part of ox_lib instead.

Other systems like players, vehicles, status, and accounts might be somewhat familiar but functionally work very differently. Groups on the other hand provide the functionality of groups, jobs, gangs, and whatever else you want - and an “activeGroup” setting lets you set one as a primary or treat it as “on-duty”.

If you’re familiar with writing scripts for either of those frameworks and can follow our docs you shouldn’t have much difficulty converting to ox_core. If you learn better with examples rather than reading then I’ll have some boilerplates, sample resources, and maybe some conversions (for educational purposes) done in the near future.

So, to convert an esx script to ox_core, do I have to rewrite most of the code with ox_lib?

If the script uses esx_context, esx_notify etc… you will have to change that to either ox core compatible scripts or ox_lib - or any other similar scripts that work with ox_core (unless you do a rewrite).

Same with qb, if it uses qb-menu, or qb-notify or any of the other scripts you will have to rewrite it to use either ox core compatible scripts or ox_lib - or any other similar scripts that work with ox_core (unless you do a rewrite).

Tutorial video how to build ox_core please