Posted
almost 8 years
ago
by
michalis
Simple platformer-shooter done during 12-hour gamejam using Castle Game Engine! Binaries on https://gitlab.com/michaliskambi/in-space-everyone-is-screaming/tags/v1.0 , source code on https://gitlab.com/michaliskambi/in-space-everyone-is-screaming .
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Posted
almost 8 years
ago
by
michalis
First of all, I’m proudly attaching a few images of various games using Castle Game Engine running on a real iPhone:) Our build tool got some significant improvements lately. I hinted about some of them in the recent “Easy compilation for iOS” announcement, but actually there’s more, and some of them benefit all platforms 🙂 … Continue reading ➤
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Posted
almost 8 years
ago
by
michalis
Trivially easy compilation of your games to iOS!!! You can now take any Castle Game Engine game, and recompile it for iOS (iPhone, iPad) easily. No need to write *any* iOS-specific code. Short instructions: Follow iOS documentation to get FPC, with a
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Posted
about 8 years
ago
by
michalis
I was working intensively on support of CommonSurfaceShader (aka “material on steroids”) in view3dscene and Castle Game Engine, and the following features have been added: specular maps (vary specular color throughout the surface, e.g. making it
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Posted
about 8 years
ago
by
michalis
I was playing with the ray-tracer inside Castle Game Engine this weekend. Although the focus of our engine is real-time rendering (not a software ray-tracer), but there is a distinct pleasure when you’re able to generate pretty images without the
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Posted
about 8 years
ago
by
michalis
I’m proud to announce an initial implementation of CommonSurfaceShader in Castle Game Engine and view3dscene! CommonSurfaceShader acts as a powerful “material on steroids” X3D node, in particular with support for normal maps (bump mapping). 1. The
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Posted
about 8 years
ago
by
michalis
Recently I’ve been playing with fpcupdeluxe, a great tool to install FPC/Lazarus (stable, unstable…), with cross-compilers. I’m very impressed by it, and I wrote a wiki page documenting how to use it (in the context of Castle Game Engine, although
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Posted
about 8 years
ago
by
michalis
Castle Game Engine and view3dscene support now the STL format for 3D models, commonly used for 3D printing. This means that you can open these models using view3dscene, or the engine API (TCastleScene.Load), and you can convert STL files to X3D. It’s a really simple 3D format (just vertexes with normals), and I think that … Continue reading ➤
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Posted
about 8 years
ago
by
michalis
We’re happy to announce Castle Game Engine 6.0.2 release! Download it from our webpage. This is a small, mostly-bugfix release. So we only have 6 new features:) New features: sprite-sheet-to-x3d tool: The animations duration is now calculated looking
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Posted
about 8 years
ago
by
michalis
We have just released view3dscene 3.16.1. This is a bugfix release for an important bug that slipped in view3dscene 3.16.0 (most files using the IMPORT keyword failed to load with “Invalid type cast” message). view3dscene is our open-source
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