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Castle Game Engine: Summary of today meeting: things in-progress, upcoming planned features, next meeting

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Upcoming physics as behaviors

Thank you all for today’s meeting!

I think it went good, my only regret is that we want to have more participants! To facilitate this, I’m immediately announcing the next meeting, 3 months from now. Reserve the date! 🙂 Join our Discord right now and click “I’m interested” on the “2nd Open Meeting for CGE Users and Developers“.

Summary:

Things in progress:

  1. light-components branch by Michalis, with lights (point, spot, directional) as components that you can visually add/modify in CGE editor; also more flexibility where lights are cast and received; also Phong shading by default, and limit of lights per shape increased to 64.

  2. physics branch by Andrzej Kilijański, with colliders and rigid body components as behaviors, that you can add and adjust in CGE editor; also auto-size by default for colliders.

  3. Testing GitHub Actions as another CI tool, in addition to our existing Jenkins.

Next plans:

  1. Camera and navigation: a few inter-connected new features: 1. camera visible in viewport, 2. design-time and runtime camera and navigation separate, 3. navigate on right-click, like in other game engines (Unity, Unreal).

  2. fps_game – AI using behaviors. Setup whole FPS game in editor. light-components branch actually already has example design how it would look like.

  3. Publish CGE as a tool on Steam.

  4. Assign and override materials in CGE editor.

  5. CGE 7.0-alpha.2 release ASAP, CGE 7.0 in 2022!