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Analyzed 11 months ago. based on code collected over 3 years ago.
Posted about 6 years ago by michalis
New Appearance.alphaChannel field (TAppearanceNode.AlphaChannel in Pascal) determines alpha channel treatment when rendering a shape with given appearance. We can use alpha testing, alpha blending, or ignore the alpha channel (render as opaque). This ... [More] field overrides the engine auto-detection “how to treat alpha”, which normally looks at Material.trasparent and the alpha channels of textures (which can, … Continue reading ➤ [Less]
Posted about 6 years ago by michalis
We have a new Castle Game Engine forum: https://forum.castle-engine.io/ . It is using an open-source Discourse platform. It should be significantly better than the old forum 🙂 The forum is also integrated with WordPress (used for engine news). All ... [More] WordPress news will result in Discourse posts (in the forum news category), and comments under post … Continue reading ➤ [Less]
Posted about 6 years ago by michalis
The font rendering behaves better when the text contains a character that we cannot render: it displays a fallback glyph (usually “?”) and makes a warning (using WritelnWarning, so it goes to log). This allows to easily spot missing characters in the ... [More] font and makes backspace working sensibly if you input a character which glyph … Continue reading ➤ [Less]
Posted about 6 years ago by michalis
We have a Docker image that you can use to easily get Castle Game Engine along with prerequisites (like FPC with various cross-compilers): kambi/castle-engine-cloud-builds-tools image on Docker hub . If you’re new to Docker, I wrote a nice ... [More] description how to use Docker with CGE. Basically, instead of installing CGE, FPC, Android SDK/NDK… you can … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
I’m happy to present a new large Castle Game Engine demo: “Aliens vs Humans”. It is a simple strategy game with maps designed using Tiled. The demo is in the examples/tiled/strategy_game_demo/ directory of our source code. You can also download ... [More] precompiled versions for Windows or Linux. Our Tiled maps API was enhanced with various methods … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
A new application to manipulate sprite sheets: https://github.com/valterb/spritesheet-utility , thanks to Valter Buccina! It is a GUI application for Windows. You can: Load the necessary images and create the spritesheet. Flip and resize individual ... [More] images (with or without constraints of proportions). It might be useful for creating spritesheets in the opposite directions. For resizing it … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
With big thanks to Eugene Loza, we can celebrate new year with a new game using Castle Game Engine! Swappy Jigsaw is a simple jigsaw puzzle game, where you have to unravel an image split into many tiles. Click to pick a tile and click another tile to swap them. There are 84 images total. … Continue reading ➤
Posted over 6 years ago by michalis
Many new features in our integration with Tiled, a cool open-source 2D map editor. They all can be tested by the examples/tiled/map_viewer application from the Castle Game Engine sources on GitHub. This work is sponsored by supporters of Castle Game Engine on Patreon. You asked for a Tiled demo, it is in progress now:) Thank … Continue reading ➤
Posted over 6 years ago by michalis
You asked on Patreon can we have database-aware controls in CGE UI. Of course! 🙂 I present a simple implementation of a database-aware edit box using Castle Game Engine user interface. The repository ... [More] https://github.com/castle-engine/castle-db-aware-controls contains an implementation and demo of TCastleDBEdit. It is a database-aware edit box (analogous to standard LCL TDBEdit), that is rendered … Continue reading ➤ [Less]
Posted over 6 years ago by michalis
Castle Game Engine and view3dscene can now open glTF 2.0 model format. glTF is an efficient, modern 3D model format developed by Khronos. Basic features of glTF are supported for now: hierarchy of transformations, meshes (with various primitive modes ... [More] allowed, with Appearance nodes shared as much as possible), materials (but without PBR for now; we … Continue reading ➤ [Less]