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Analyzed 11 months ago. based on code collected over 3 years ago.
Posted over 3 years ago by michalis
With huge thanks to Rick Lentz, I now have Oculus Quest 2 at my disposal! Which means that we’re absolutely going to port Castle Game Engine, with all games and tools (like view3dscene) to it, as our first VR device. Don’t ask me yet about the timeline 🙂 I’m after a quick 1 hour fun, … Continue reading ➤
Posted over 3 years ago by michalis
Our documentation about viewports and scenes (one of the most important concepts in Castle Game Engine) got a big update! I wrote new pages documenting how to use the editor to setup 3D and 2D worlds, and how to use Pascal API with latest features and best practices. This is a “must read” for everyone … Continue reading ➤
Posted over 3 years ago by michalis
Writing engine documentation is so much easier now! In progress: I’m writing important new manual chapters about using viewport within the editor. It is really easier now with AsciiDoctor + macros I describe below, the improvements to our website ... [More] infrastructure were absolutely worth it. Following my plans, I have addressed 2 “pain points” of writing … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
Following my recent post, I am working intensively on CGE documentation updates. PasDoc is a Pascal documentation generator, used by Castle Game Engine and many other projects. As it happens, I (Michalis) am also the developer of PasDoc now 🙂 To make it easier to develop a certain macro on CGE website, I have added … Continue reading ➤
Posted over 3 years ago by michalis
I hope you enjoyed the packed series of Castle Game Engine news last week. It’s time for the first news in 2022: summary of 2021 and plans for 2022! Before we start, I want to thank everyone who contributed to the engine in 2021. Together, we work on making a great open-source game engine. I … Continue reading ➤
Posted over 3 years ago by michalis
Documentation upgrades done lately Lots of documentation (in particular from wiki) was reworked, simplified, updated, consolidated with other pages… See in particular: Build Tool CastleEngineManifest.xml – Syntax and Examples Android Services (each ... [More] particular service now has a dedicated documentation page) iOS Services (each particular service now has a dedicated documentation page) glTF Sprite sheets Coding … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
Thanks to the related Lazarus issue being fixed by Juha Manninen, our editor can now open Pascal files in the proper Lazarus project reliably if you use Lazarus >= 2.2. We also query Lazarus version, to activate new behavior only for new Lazarus. You should see your Lazarus version in the editor preferences window.
Posted over 3 years ago by michalis
I have just released a new version of glplotter, a small utility implemented using Castle Game Engine to draw graphs. Graphs can be defined using an intuitive mathematical expression syntax (thanks to Castle Script). Multiple graphs are visible at ... [More] the same time, and you can inspect the function graphs by moving, zooming, toggling various grids … Continue reading ➤ [Less]
Posted over 3 years ago by michalis
With many thanks to Trung Le (Kagamma), we have a new experimental way to manage editor windows. You can freely rearrange them within the main form, you can rearrange them in tabs, you can also detach them from the main form. This is great to spread the editor windows across multiple monitors too, to e.g. … Continue reading ➤
Posted over 3 years ago by michalis
As we extend the engine, we sometimes have to deprecate some old features, that were not very useful, and sometimes prevented the engine API from being flexible and easy to understand. One of these things was TCastleSceneManager class (renamed to ... [More] TCastleViewport since 2 years), with its single “central” instance in TCastleWindow.SceneManager or TCastleControl.SceneManager. In a … Continue reading ➤ [Less]