Posted
almost 3 years
ago
by
michalis
You can now add and configure fonts in CGE editor. Use the “Design -> Add Non-Visual Component” menu item, or the context menu (when you right-click in the hierarchy on the left). Font is added as “Non-Visual Component” to whatever parent you selected. The parent that keeps reference to the font node can be anything … Continue reading ➤
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Posted
almost 3 years
ago
by
michalis
I just merged to Castle Game Engine master branch a big work that I’ve been doing for the past 6 weeks (exactly 200 commits). This brings a number of new cool features that I’m going to describe in details in the upcoming news posts (and a video!). Brace yourselves 🙂 Here’s the summary: Non-visual components … Continue reading ➤
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Posted
almost 3 years
ago
by
michalis
We have a big update to our examples/platformer demo. It is now a complete demo of a platformer game, with Level (and all UI) designed visually using CGE editor. Sprites sheets designed using CGE editor and managed in .castle-sprite-sheet format (see
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Posted
almost 3 years
ago
by
michalis
New components in Castle Game Engine that you can place inside the viewport We have a few new components in CGE, working perfectly with CGE editor: TCastleBox TCastleSphere TCastlePlane TCastleCone TCastleCylinder TCastleText You can add them inside
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Posted
almost 3 years
ago
by
michalis
Our build tool got a few minor improvements/fixes lately: Build tool now supports executable_permission attribute to package some additional files with Unix executable bit set. In general useful by applications that have more than 1 executable. Used
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Posted
almost 3 years
ago
by
michalis
A small but important improvement to our CGE editor: Now various commands that open Pascal files can use your custom editor, configured in Preferences -> Code Editor. By default we keep invoking Lazarus but you can now freely change it. This
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Posted
almost 3 years
ago
by
michalis
With huge thanks to Trung Le (Kagamma), we have a new 3D particle system for CGE, and serious upgrades to the existing 2D particle system: The 2D particle system has now an alternative GPU-based implementation. It allows to render 1 million particles on the screen, with FPS still stable at 60 🙂 Note: It is … Continue reading ➤
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Posted
almost 3 years
ago
by
michalis
We change the license of our examples (stuff in examples/ subdirectory) to be more permissive. Namely, all our example code and almost all our example data are now covered by the modified BSD (3-clause) license. It’s a very permissive license that
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Posted
almost 3 years
ago
by
michalis
We improve the process of automatic texture downscaling. The automatic downscaling is determined by data/material_properties.xml file and documented here. The new features are: Ability to specify any set of scales, not necessarily a continuous range.
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Posted
almost 3 years
ago
by
michalis
The navigation in 2D viewports (with orthographic projection and standard direction/up: -Z/+Y) is now much better. We have a new algorithm TCastleExamineNavigation.ExactMovement that makes the navigation more natural, and we have a dedicated
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