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Analyzed 11 months ago. based on code collected over 3 years ago.
Posted over 5 years ago by michalis
Thanks to many sessions dedicated to optimizing CGE rendering and animation, we have a number of new optimizations (some enabled by default, some experimental — you need to enable them yourself) and new ways to profile your applications. Various ... [More] “bottlenecks” (things that noticeably affect the speed) are now drastically optimized. This includes iterating over shapes … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
The CGE editor now has a “Preferences” window where you can configure the location of FPC / Lazarus. Basically, if you use the CGE editor, you no longer have to worry about adjusting your environment variables. No need to place FPC / Lazarus in $PATH anymore, and no need to define $CASTLE_ENGINE_PATH. This should make … Continue reading ➤
Posted over 5 years ago by michalis
If you have Nintendo Switch console, by sure to check out Escape from the Universe on Nintendo Switch, a game released last month by Cat-astrophe Games. The game uses our Castle Game Engine for everything, of course. It depends on CGE Nintendo Switch support. A Japanese version of the game is also coming, using CGE … Continue reading ➤
Posted over 5 years ago by michalis
We have implemented a new X3D node ImageBackground (see the documentation). It allows to define a background using a simple image, and may be useful to view3dscene users. Demos are inside demo-models: background/background_image.x3dv ... [More] , background/background_image_partial.x3dv, background/background_image_animated.x3d . It is compatible with InstantReality. Note that programmers using Castle Game Engine have already more powerful ways of defining … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
Recently I got my Raspberry Pi 4 device, and I am excited by the possibilities (small+cheap device with fully functional Linux). I was happy to see that Castle Game Engine runs perfectly on it 🙂 Here are some screenshots of The Unholy Society running on Raspberry Pi. If you’re interested in using CGE on Raspberry … Continue reading ➤
Posted over 5 years ago by michalis
Our sound engine now supports streaming sounds. “Streaming” means that we decompress the sound (like OggVorbis) during playback, in parts (as needed). This technique allows much faster sound loading (loading sound as “streamed” is almost instant). It ... [More] adds a small run-time overhead to playing given sound, although in practice it is not noticeable at all, … Continue reading ➤ [Less]
Posted over 5 years ago by michalis
Castle Game Engine now supports ASTC, which is a great GPU compresion method available on most modern mobile devices (Android and iOS). You can easily compress your textures, and then use them at runtime, using the appropriate declaration in ... [More] material_properties.xml file. The usage is described in details in ASTC compression support added to Castle Game … Continue reading ➤ [Less]
Posted almost 6 years ago by michalis
Andrzej Kilijański wrote a few very nice articles about Castle Game Engine recently: Updates in Castle Game Engine Admob Service (also available in Polish) describing his recent improvements to our AdMob Android Service. We support now reward ads ... [More] from AdMob, and the callback TAds.OnFullScreenAdClosed provides now detailed information why the user did not watch ad. … Continue reading ➤ [Less]
Posted almost 6 years ago by michalis
I implemented a new comfortable workflow for localization using the CastleLocalizationGetText unit. It is documented in details in the manual about localization and is demonstrated by a revised examples/localization/gettext/ demo. It was tested by ... [More] localizing to Japanese an upcoming release of “Escape from the Universe” on Nintendo Switch. I will make more news about the … Continue reading ➤ [Less]
Posted almost 6 years ago by michalis
Animating transformations (translation, rotation, scale) from the glTF format is supported now. Playing, cross-fading and resetting the animations is now optimized, and exposes some new features. New methods available now: ... [More] TCastleSceneCore.StopAnimation TCastleSceneCore.ResetAnimationState TTimeSensorNode.Start TTimeSensorNode.Stop We now store and use more efficiently the “reset” state of the animation. See the new TimeSensor.detectAffectedFields . Previously, our Spine … Continue reading ➤ [Less]