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Analyzed 4 months ago. based on code collected over 2 years ago.
Posted over 5 years ago by michalis
Posted over 5 years ago by michalis
The next issue of Blaise Pascal Magazine will contain a nice long article I wrote about Castle Game Engine! 20 pages, describing how to use the engine from absolute basics, showing how to construct a simple cross-platform 3D game using TCastleWindow ... [More] , TCastleScene, TCastleTransform, SoundEngine features. I am quite happy with it 🙂 I will also … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
Since a week, Michalis is a Professional Member of the Web3D Consortium. These are the people who make X3D specifications, see also our documentation how X3D fits within Castle Game Engine. By being a “professional member” I will have some extra access (e.g. to see draft specs of upcoming X3D versions) and some influence to … Continue reading ➤
Posted over 5 years ago by michalis
Since a week, Michalis is a Professional Member of the Web3d Consortium. These are the people who make X3D specifications, see also our documentation how X3D fits within Castle Game Engine. By being a “professional member” I will have some extra access (e.g. to see draft specs of upcoming X3D versions) and some influence to … Continue reading ➤
Posted over 5 years ago by michalis
We have a number of engine improvements to announce: A new way to access data files is to use a special protocol castle-data, like this: castle-data:/images/my_image.png. This is exactly equivalent to using ApplicationData('images/my_image.png'). ... [More] During development, it will simply load a file data/images/my_image.png from your project. The “data” directory is documented in a new manual page. … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
I’m proud to present first public screenshots from the upcoming Castle Game Engine Editor! The goal of the editor is to allow you to manage CGE projects (create, build, run…), visually design hierarchies (of user interface controls and 3D/2D models) ... [More] and browse project assets. Yeah, just like those other big game engines:) A more precise … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
We got excited and we decided to build our own Asset Store:) Initial plans are here. While it’s being created, I suggest we upload models to opengameart.org and mark them by placing https://castle-engine.io/ in the title. This way we can build the content for our asset store today 🙂 We have a persistent link to … Continue reading ➤
Posted over 5 years ago by michalis
New stuff in the engine 🙂 More comfortable control over headlight using TCastleSceneManager.UseHeadlight property. This allows to easily turn headlight on/off regardless of the MainScene existence and it’s contents. See also TUseHeadlight type docs. ... [More] See also new TCastleSceneManager.HeadlightNode property to customize headlight shape. A new demo showing how to control the headlight is in examples/headlight_test/ … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
Sound engine improvements: Easy additional simultaneous music tracks, for easily playing looping sounds, using the new LoopingChannel property. Added a element to group your sounds in “sound repository” XML files. See the manual about “Sound”. We ... [More] auto-detect extension (.wav, .ogg) if no URL is specified for in “sound repository” XML files (previously we … Continue reading ➤ [Less]
Posted almost 6 years ago by michalis
ClipPlane allows you to define custom clipping planes. See our documentation of nodes, X3D documentation of ClipPlane, and a simple demo or very complicated demo. Remember that this node can be specified in an X3D file (which you can open using e.g. view3dscene or load to TCastleScene), or it can be added and changed using … Continue reading ➤