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Analyzed 4 months ago. based on code collected over 2 years ago.
Posted almost 7 years ago by michalis
Intensive work on the engine Delphi compatibility is ongoing 🙂 We can now actually compile and run in Delphi (10.2) a simple console demo using our “base” units. Vectors, matrices, colors, rectangles, time measuring, logging, a lot of string and class and other utilities… it’s all working in Delphi. This is the demo code. In … Continue reading ➤
Posted almost 7 years ago by michalis
Our unit CastleVectors was completely reworked this week, and it now features a new, comfortable API for vector and matrix types, using “advanced records” (records with methods). I hope that you like the changes 🙂 Of course you can already test it all by using the engine version from GitHub ! Type names The main … Continue reading ➤
Posted almost 7 years ago by michalis
You can now create 2D animations in Dragon Bones, a free software for 2D animations. It is a bit like Spine, but free! It can export to “Spine JSON” format, compatible with Spine (almost – it required a tiny trivial fix on the engine side). See how to export to Dragon Bones guide.
Posted almost 7 years ago by michalis
To help you familiarize with the Generics.Collections unit, I wrote a nice chapter about it in the “Modern Pascal Introduction”. It’s a longer chapter, with 4 nice examples using containers from Generics.Collections. In the related news: complete ... [More] migration to Generics.Collections in Castle Game Engine is done 🙂 We now use Generics.Collections for all the purposes … Continue reading ➤ [Less]
Posted almost 7 years ago by michalis
I am going on vacation, so I will be (mostly) offline for 2 weeks 🙂 So, please have patience with any questions to Michalis — I will get back to you, but with some delay! I don’t have a new screenshot from the engine for this news. Instead, I wanted to share some screens from … Continue reading ➤
Posted almost 7 years ago by michalis
We’re proud to announce the release of Castle Game Engine 6.2! Download it from our main page. New features in this release: Trivially easy recompilation of your games for iOS (through an XCode project). You can now use our build tool to recompile the same game for all our platforms (desktops, Android, iOS, web plugin…). … Continue reading ➤
Posted almost 7 years ago by michalis
I made a simple sound/music player using the Castle Game Engine 🙂 It is available in the engine sources in examples/audio/audio_player_scrubber . It has all the features you would expect: Volume, Loop, Sound offset (position in time) control ... [More] , Programmer-designed user-interface (ah, this brings back good memories:). It can open wav and ogg files, and plays … Continue reading ➤ [Less]
Posted almost 7 years ago by michalis
First of all, I hope to finish and release Castle Game Engine 6.2.0 this weekend! So, watch this page closely. The next release 6.4.0 will focus on Delphi compatibility, and start of visual editing (of 3D world and 2D controls) within Lazarus and Delphi. In all the pre-release excitement, I started playing around with it … Continue reading ➤
Posted almost 7 years ago by michalis
Support the engine development on Patreon ! We have just upgraded all the reward tiers, so now: 1 USD gives you access to all private posts on Patreon, 5 USD allows you to request new engine features each month, 10 USD allows you to request new game each month, 50 USD gives you access to … Continue reading ➤
Posted almost 7 years ago by michalis
I wrote a few new chapters to the “Modern Object Pascal Introduction for Programmers” book: 4.8. Calling inherited method 4.9. Virtual methods, override and reintroduce 5.4. The virtual destructor called Destroy 8.5. Static class methods 8.6. Class ... [More] properties and variables It is also available now under a shorter URL, on a new domain for our … Continue reading ➤ [Less]