Posted
about 7 years
ago
by
michalis
You can now comfortably localize (translate) your game. Two approaches are possible: Use our own localization class from the CastleLocalization unit. It can read from a number of translation formats (XML, JSON, CSV, GetText MO). It can translate
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Posted
about 7 years
ago
by
michalis
I wrote a wiki page documenting two approaches for 2D rendering using Castle Game Engine. Advised reading for people implementing 2D games 🙂 You can customize the look of TGLImageCore using the TGLImageCore.CustomShader. Or you can customize the look
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Posted
about 7 years
ago
by
michalis
We include new classes TCastleHorizontalGroup, TCastleVerticalGroup to easily layout your controls horizontally or vertically. FreeType library on Android (thanks to Benedikt Magnus!). TCastleEdit.AutoOnScreenKeyboard (also thanks to Benedikt
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Posted
about 7 years
ago
by
michalis
I have a large backlog of new Castle Game Engine improvements to announce 🙂 Let me try to make it up, by making a new announcement more-or-less daily for the following week. Remember that everything I describe is available to you right now: simply use the Castle Game Engine version from GitHub (6.5). We start … Continue reading ➤
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Posted
about 7 years
ago
by
michalis
We’re proud to present Connect4, a free game for Android published by Benedikt Magnus and LanIstAn today! The game is using Castle Game Engine, with our 2D user-interface rendering, and includes music, localization (English, Polish, German, Spain)
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Posted
about 7 years
ago
by
michalis
We are now officially Embarcadero Technology Partner! What this means, in simple terms, is that Michalis has full access to the latest Delphi version, with all the Delphi platforms (including Android and iOS), for free. This should be great news for
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Posted
about 7 years
ago
by
michalis
Animation blending means that the transition between animations is smooth. Without animation blending, the old animation instantly stops and the new animation plays. With animation blending, there is a short time during which the old animation “fades
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Posted
about 7 years
ago
by
michalis
Castle Game Engine is using X3D as our scene graph. This means that we have a huge number of nodes (like Transform, Shape, IndexedFaceSet) that are nicely documented in the X3D standard. And you use these nodes throughout the engine (by loading files, like X3D files, or constructing the scene using these nodes from Pascal … Continue reading ➤
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Posted
about 7 years
ago
by
michalis
Our website has moved: It is now on https://castle-engine.io/ . Our own server (in Los Angeles), our own domain. This makes our website independent from SourceForge. And it opens the door for some cool new features (online 3D models converter
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Posted
about 7 years
ago
by
michalis
Let us introduce a new mobile application based fully on Castle Game Engine. It’s a mobile version of our view3Dscene. Basically, it opens scenes in supported 3D formats, and lets user to walk / explore them, navigate through viewpoints and take screenshots. It also includes some demo scenes. As it should be a regular mobile … Continue reading ➤
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