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Analyzed 4 months ago. based on code collected over 2 years ago.
Posted over 2 years ago by michalis
We made great progress porting Castle Game Engine to Delphi. Running an engine in a window (using TCastleWindowBase) on Windows works. User interface controls (things in CastleControls, CastleUIControls units, like buttons, images, edit boxes etc.) ... [More] all work. Reading and writing design files, like .castle-user-interface, that you create using CGE editor works. We’re using a version … Continue reading ➤ [Less]
Posted over 2 years ago by michalis
Arch Linux users can now install Castle Game Engine from AUR (Arch User Repository). The package is available on https://aur.archlinux.org/packages/castle-engine-git/ . Follow the standard AUR installation process: Do it manually following AUR docs ... [More] , like wget https://aur.archlinux.org/cgit/aur.git/snapshot/castle-engine-git.tar.gz tar xzvf castle-engine-git.tar.gz cd castle-engine-git/ makepkg -sri Or use a helper like paru. Once you have it working, just … Continue reading ➤ [Less]
Posted over 2 years ago by michalis
To implement in-app purchases on Android, under the hood we use Google Play Billing Library. We have just upgraded the way we use it, to follow the latest API (no AIDL, and use built-in asynchronous methods). This is important if you use in-app purchases on Android. Since November 2021 (in one month) Google will no … Continue reading ➤
Posted over 2 years ago by michalis
Enjoy much faster PNG loading on Android now, as the libpng library is automatically packaged with your applications. Various measurements, like this one, or testing “The Unholy Society” UI loading time confirm that the speedup is huge, even more ... [More] than 10x compared to previous FpImage that we used on Android. In general, there’s no need … Continue reading ➤ [Less]
Posted over 2 years ago by michalis
Our FMOD sound backend, that integrates CGE with the FMOD sound system, supports now 3D (spatial) sounds. This means that sound position in 3D is reflected in your ears — things that are closer are louder, things that are on your right are mostly in your right speakers etc. The improvements outlined here make our … Continue reading ➤
Posted over 2 years ago by michalis
We have a new shiny API to play sounds in Castle Game Engine! I think it’s a major improvement over the previous API (that revolved around TSoundBuffer and TSound classes). The new API is easier to use: It hides some internal constraints (a limited internal number of sounds that can be mixed simultaneously, or impossibility … Continue reading ➤
Posted over 2 years ago by michalis
Various improvements to various asset formats: We now implement Wavefront OBJ texture options. They are all parsed correctly, and the scale, offset, clamp are actually handled. We can also generate PBR (physical) materials when reading Wavefront OBJ ... [More] files. This feature is for now experimental, and you have to toggle global WavefrontPhongMaterial in X3DLoadInternalOBJ unit to … Continue reading ➤ [Less]
Posted over 2 years ago by michalis
We are proud to announce a mobile release of The Unholy Society, a game done by Cat-astrophe Games using Castle Game Engine! The Unholy Society, the first part of a snarky exorcist’s adventures, is inspired by ’80s and ’90s movies, comic books, as well as everything else that fits into the categories of “iconic” and … Continue reading ➤
Posted over 2 years ago by michalis
We have great news about Delphi compatibility with Castle Game Engine: We have basics (window, with images and text) working! You can observe the work in this PR by Andrzej Kilijański. Plans The first goal is to make TCastleWindowBase with WinAPI ... [More] backend working fully. This will make CGE working with Delphi for native Windows applications, … Continue reading ➤ [Less]
Posted over 2 years ago by michalis
We support a new way to define launch images on iOS. Launch images are something displayed by the iOS when the application is, well, launching. They are displayed immediately when you click the application, before any CGE code (even Objective-C code) has been run. Their point is to communicate to the user “the application is … Continue reading ➤