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Analyzed 5 months ago. based on code collected over 2 years ago.
Posted over 6 years ago by michalis
New features implemented this week: You can now easily play the animation backward, passing the Forward = false parameter to PlayAnimation. Internally, X3D TimeSensor node is enhanced with a new field TimeSensor.fractionIncreasing. view3dcene has ... [More] menu item “Forward” to test above. Build tool has a new command-line option --output to place the generated files (executables, packages, … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
New features implemented this week: You can now easily play the animation backward, passing the Forward = false parameter to PlayAnimation. Internally, X3D TimeSensor node is enhanced with a new field TimeSensor.fractionIncreasing. view3dcene has ... [More] menu item “Forward” to test above. Build tool has a new command-line option --output to place the generated files (executables, packages, … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
New features: We now support Spine paths. They are converted to NURBS curves internally, and you can display them or use them from code to do anything you like (e.g. animate camera or some character along the path). See Spine support in Castle Game Engine for notes. view3dscene has new menu items in the “Edit” … Continue reading ➤
Posted over 6 years ago by michalis
New features: We now support Spine paths. They are converted to NURBS curves internally, and you can display them or use them from code to do anything you like (e.g. animate camera or some character along the path). See Spine support in Castle Game Engine for notes. view3dscene has new menu items in the “Edit” … Continue reading ➤
Posted over 6 years ago by michalis
We’re proud to announce Castle Game Engine 6.4 release! Castle Game Engine is a free, open-source game engine written in Object Pascal. We support both 3D and 2D games. We are cross-platform (desktop, Android, iOS — with the help of our own build ... [More] tool and scalable user-interface components). The complete list of the engine features … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
We’re proud to announce Castle Game Engine 6.4 release! Castle Game Engine is a free, open-source game engine written in Object Pascal. We support both 3D and 2D games. We are cross-platform (desktop, Android, iOS — with the help of our own build ... [More] tool and scalable user-interface components). The complete list of the engine features … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
We’re ready for the next Castle Game Engine 6.4 release. This weekend (Friday / Saturday), I’ll announce and upload everything 🙂 In the meantime, here’s a list of engine improvements we did in January: Drawing ellipses (and circles), rectangles ... [More] , lines on TCastleImage thanks to Eugene Loza. Photo service on iOS and Android, thanks to Jan … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
We’re ready for the next Castle Game Engine 6.4 release. This weekend (Friday / Saturday), I’ll announce and upload everything 🙂 In the meantime, here’s a list of engine improvements we did in January: Drawing ellipses (and circles), rectangles ... [More] , lines on TCastleImage thanks to Eugene Loza. Photo service on iOS and Android, thanks to Jan … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
Happy new year everyone! In preparations for releasing Escape from the Universe on iOS, I have implemented a number of new “services” on iOS. They allow to integrate your games easily with various iOS frameworks. The detailed information how to ... [More] activate all these integrations is here, you just add a 1 line to your CastleEngineManifest.xml … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
Happy new year everyone! In preparations for releasing Escape from the Universe on iOS, I have implemented a number of new “services” on iOS. They allow to integrate your games easily with various iOS frameworks. The detailed information how to ... [More] activate all these integrations is here, you just add a 1 line to your CastleEngineManifest.xml … Continue reading ➤ [Less]