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Analyzed 9 months ago. based on code collected 10 months ago.
Posted 4 days ago
A week ago we have launched our Patreon campaign https://www.patreon.com/castleengine , and we already reached 25% of our first goal! I wanted to thank everyone who decided to support the engine, and please keep it coming! This really matters a lot ... [More] to the engine future -- it essentially allows me to focus all my (computer) life on the engine, and I think that I can do some amazing things with this:)PLANS FOR THE NEXT RELEASES:- Release 6.2: Easy iOS recompilation- Release 6.4: Delphi compatibility (after many encouraging comments I got from the Delphi community on FB and G+)- Release 6.6: Physics, or Visual designing (like GLScene) (depending on YOUR feedback!)More details about the above features, and more plans, are on https://castle-engine.sourceforge.io/planned_features.php . I plan to maintain this "Planned features" page forever, adding there stuff (and removing stuff, too, as it gets implemented:). So be sure to check it often.#patreon Follow Michalis Kamburelis on Patreon: Read posts by Michalis Kamburelis on the world's largest platform enabling a new generation of creators and artists to live out their passions! [Less]
Posted 6 days ago
Our "Getting started" page was much improved, with screenshots showing the Lazarus installation process: https://castle-engine.sourceforge.io/documentation.phpSee also a movie: https://www.youtube.com/watch?v=rCPEOw8700c (thanks to Eugene Loza!) ... [More] Castle Game Engine tutorial: Installation [Less]
Posted 7 days ago
We have a new engine logo! You're welcome to use it in your own games, with a title like "Made using Castle Game Engine", to help promote our engine! It is available in doc/pasdoc/logo subdirectory of the release:- PNG (256x256) color version: ... [More] https://github.com/castle-engine/castle-engine/blob/master/doc/pasdoc/logo/castle_game_engine_icon.png- SVG color version: https://github.com/castle-engine/castle-engine/blob/master/doc/pasdoc/logo/castle_game_engine_icon.svg- SVG grayscale version: https://github.com/castle-engine/castle-engine/blob/master/doc/pasdoc/logo/unused/castle_game_engine_icon_grayscale.svgThe logo is made by Paweł Wojciechowicz. Just like some other pretty stuff you see in the engine demos (black & white dragon on our banner).Once we reach our first goal on Patreon (please support us - https://www.patreon.com/castleengine !), Paweł promised to make a set of cool engine-themed wallpapers for patrons. So, more pretty stuff is coming:) Follow Michalis Kamburelis on Patreon: Read posts by Michalis Kamburelis on the world's largest platform enabling a new generation of creators and artists to live out their passions! [Less]
Posted 8 days ago
Remember to check out the latest Castle Game Engine 6.0 release on https://castle-engine.sourceforge.io/ ! And check our page on Patreon https://www.patreon.com/castleengine -- it has a cool movie showcasing the engine possibilities:)Since the ... [More] release this weekend, we already did more stuff:- View3dscene (https://castle-engine.sourceforge.io/view3dscene.php ) and glViewImage (https://castle-engine.sourceforge.io/glviewimage.php ) released also for Mac OS X (initially were only for Windows and Linux). Highly advised to check your game assets and images.- Workaround in engine on GitHub for a small FPC 3.1.1 bug.- And improvements to our news pages. Follow Michalis Kamburelis on Patreon: Read posts by Michalis Kamburelis on the world's largest platform enabling a new generation of creators and artists to live out their passions! [Less]
Posted 10 days ago
We're proud to release Castle Game Engine 6.0, a major upgrade to our open-source 3D and 2D game engine for Object Pascal! Numerous user interface, build tool, animations and assets, Android and other improvements -- read the release announcement ... [More] below for the full news!Download the engine and documentation from https://castle-engine.sourceforge.io/ and support us on Patreon: https://www.patreon.com/castleengineThe engine is, right now, available only for FPC/Lazarus (not for Delphi). But I wonder about adding Delphi compatibility very soon (in the next release, in a ~month). Hence, the question to the Delphi community -- would you like to see the engine ported to Delphi? Does an open-source game engine is something you would use? Our engine can also be used for various 3D visualizations, of course, not only games.Thank you for your opinion! We're proud to release Castle Game Engine 6.0, a major upgrade to our open-source 3D and 2D game engine for Object Pascal! This release is the result of more than a year of intensive engine development. The main feature is that almost every part of the engine got significant improvement:) ... [Less]
Posted 10 days ago
We're proud to release Castle Game Engine 6.0, a major upgrade to our open-source 3D and 2D game engine for Object Pascal! Numerous user interface, build tool, animations and assets, Android and other improvements -- read the release announcement ... [More] below for the full news!Download the engine and documentation from https://castle-engine.sourceforge.io/ and support us on Patreon: https://www.patreon.com/castleengine We're proud to release Castle Game Engine 6.0, a major upgrade to our open-source 3D and 2D game engine for Object Pascal! This release is the result of more than a year of intensive engine development. The main feature is that almost every part of the engine got significant improvement:) ... [Less]
Posted 10 days ago
We're proud to release Castle Game Engine 6.0, a major upgrade to our open-source 3D and 2D game engine for Object Pascal! Numerous user interface, build tool, animations and assets, Android and other improvements -- read the release announcement ... [More] below for the full news!Download the engine and documentation from https://castle-engine.sourceforge.io/ and support us on Patreon: https://www.patreon.com/castleengine We're proud to release Castle Game Engine 6.0, a major upgrade to our open-source 3D and 2D game engine for Object Pascal! This release is the result of more than a year of intensive engine development. The main feature is that almost every part of the engine got significant improvement:) ... [Less]
Posted 17 days ago
ENGINE RELEASE NEXT WEEKEND, AND LAST BATCH OF DECEMBER 2016/JANUARY 2017 NEWS:OK folks, this is (almost) it!:) We will be announcing the grand engine 6.0 release next weekend! Everything in the engine is ready, so you're welcome to test now the ... [More] version from GitHub ( https://github.com/castle-engine/castle-engine/ ) and report last bugs:) Everything should compile and work everywhere. We have many automatic tests performed by Jenkins, but they never cover everything, so please do test the engine yourself -- in particular, test your own games too.Below is the last batch of announcements about the smaller new-and-not-yet-announced engine features. It covers work from the last 2 months which was not yet announced properly on our social channels:NEW FEATURES, IN X3D (AND VIEW3DSCENE AND DEMO-MODELS):1. Shape.shading = "WIREFRAME" possibility in X3D. Allows to render something as a wireframe, see http://michalis.ii.uni.wroc.pl/cge-www-preview/x3d_extensions.php#section_ext_shading . For now works on Box and Sphere, but eventually all the geometry shapes will honor it. This is the new, portable to OpenGLES, way of making 3D stuff wireframe. It is a start to implement, in the future, all wireframe-related features on OpenGLES (see https://github.com/castle-engine/castle-engine/wiki/OpenGL-ES,-Android-and-iOS-TODOs ). It is used to debug bounding volumes for creatures/items on all platforms.2. X3D fields "slices", "stacks", "divisions" added to X3D primitives to control their triangulation. See http://michalis.ii.uni.wroc.pl/cge-www-preview/x3d_implementation_geometry3d_extensions.php#section_triangulation . The old node KambiTriangulation, which was only consistent with the ancient VRML 1.0, is simply removed now.3. You can use normalMaps from a MovieTexture. This is a nice technique when you have a mostly flat surface (that can be rendered using a simple flat geometry) that has some small animated features that play with lighting. Like a water surface, or a water (or blood, or anything...) dripping from the wall, or boiling hot lava or such. The sample models are available in https://github.com/castle-engine/demo-models: - demo-models/bump_mapping/test_animated_normalmaps.x3dv - demo-models/water/water_shaders.x3dv (this was also possible previously, using shaders). You can test them in view3dscene. Use the "Edit > Lights Editor" to move the light's location, to see that it's a dynamic technique everything changes when lighting moves. You can use Blender ( http://blender.org/ ) "Bake" to bake normalmaps from an animated procedural texture. You can bake a series of normalmaps using the Python script embedded in the .blend file demo-models/water/water.blend, or using the Blender addon "Animated Render Baker".4. view3dscene new menu items "Set Up (and Gravity Up) +Y" and "Set Up (and Gravity Up) +Z"5. Demo models now contain more impressive "path tracer" demos in https://github.com/castle-engine/demo-models/tree/master/lights_materials/raytracer . New files are "office", "graz", "bowl_of_soup" - they were used to generate some screenshots on http://michalis.ii.uni.wroc.pl/cge-www-preview/raytr_gallery.php .NEW FEATURES, IN ENGINE API:6. CastleRandom: Our custom, fast, wrapped in a class, random number generator. Can be used everywhere where the speed of random number generation is important, and / or when you want to use a couple of separated random number generators (for example, for use in different threads). By Eugene Loza (thousand thanks!).7. RenderStyle on every control is "rs2D" (even on scene manager and viewports, to behave naturally with other controls). This makes it easier to order UI stuff, previous rs3D option was rather counter-intuitive. If you want to revert to old behavior temporarily, set SceneManager.RenderStyle := rs3D .8. New component TCastleTimer. Cross-platform timer, working as our TUIControl, available both with Lazarus forms and with CastleWindow. See demo on examples/2d_standard_ui/timer_test/timer_test.lpr .9. Timer, ProcessTimer, TSoundType are now opaque types.10. BlendingSort is bs3D by default.MANY IMPROVEMENTS TO THE WEBPAGE,The new website is visible on http://michalis.ii.uni.wroc.pl/cge-www-preview/ . Some highlights:11. More streamlined main page (just "Download" the engine)12. Documentation: Nice "Getting started" page, "Documentation" drop-down menu, many new manual pages, sidebar prominent on the left13. Much improved "Exporting from Blender" page http://michalis.ii.uni.wroc.pl/cge-www-preview/creating_data_blender.php . We have there many new features, too -- a new exporter to castle-anim-frames (able to export any Blender animation -- armature, shape keys, even physics and particles!), and script to render skybox and cubemap environment maps.14. X3D scene graph: Mentions extensions later, nice page about shadow volumes http://michalis.ii.uni.wroc.pl/cge-www-preview/x3d_extensions_shadow_volumes.php , links to API docs for nodes.15. New engine logo!16. "Tutorial" renamed to "manual", that's a much better name I think:)17. New pages like http://michalis.ii.uni.wroc.pl/cge-www-preview/planned_features.phpNEW EXAMPLES:18. examples/3d_rendering_and_processing/build_3d_tunnel example, by Eugene Loza (thanks!).19. examples/3d_rendering_and_processing/cars_demo (for http://michalis.ii.uni.wroc.pl/cge-www-preview/manual_scene.php )20. examples/2d_standard_ui/zombie_fighter/zombie_fighter (for http://michalis.ii.uni.wroc.pl/cge-www-preview/manual_2d_user_interface.php )21. some examples moved to examples/research_special_rendering_methods/ subdirectory. Read research_special_rendering_methods/README.txt to know why.FIXES:22. QuadSet and IndexedQuadSet rendering on OpenGLES fixed.23. TGooglePlayGames.RequestPlayerBestScore fixed.24. Fixes to: Collisions in view3dscene, bump mapping, shadow maps, OnScreenMenu.25. TCastleButton size recalculation much optimized.26. PlayAnimation on the same animation fixed. fps_game_screen_3.png [Less]
Posted 27 days ago
I often emphasized that the strength of our engine is that it can work with any 3D authoring software. So, I added pages describing "Exporting from 3ds Max" ( http://michalis.ii.uni.wroc.pl/cge-www-preview/creating_data_3dsmax.php ) and "Exporting ... [More] from Maya" ( http://michalis.ii.uni.wroc.pl/cge-www-preview/creating_data_maya.php ) to our documentation, with screenshots documenting the process. I hope that this is useful.P.S. In case you wonder, I'm still a 100% Blender lover:) This is a preview! This is not the official Castle Game Engine website (official website is here). This is only a preview for developers, to see the next website before the release, and to see the documentation for the unstable engine version (from GitHub master). Home » Documentation » Creating Game ... [Less]
Posted about 1 month ago
We can now read and render 2D maps designed in Tiled Map Editor ( http://www.mapeditor.org/ ). A demo, along with sample map data, is available in the engine examples/tiled/ subdirectory (if you take the engine from GitHub of course ... [More] , https://github.com/castle-engine/castle-engine ).The logic is the unit CastleTiledMap -- the class TTiledMap handles the map processing independent on any rendering and inputs, while TCastleTiledMapControl is a simple 2D control that allows to load and display a map.This is all thanks to a large work by Tomasz Wojtyś ! See the pull request for details: https://github.com/castle-engine/castle-engine/pull/14 .More stuff will come here --- like support for hexagonal maps (I'm excited about this:). Album: 1/21/17 [Less]