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Castle Game Engine: Documentation improvements: Android, Indy, ExposeTransforms, Pascal notes

My presentation of engine mobile features at PascalCafe 2024 has inspired me to polish more our mobile features. There’s something cool coming soon (ups, did I just leak a link to early release only for the bravest testers? yes!). For today, let me announce a few significant documentation updates around our engine: Our Android documentation …

Castle Game Engine: Improvements to our client/server TCP communication

We’ve made a number of improvements to our unit and the associated examples in examples/network/tcp_connection. The allows to use a “classic” TCP/IP server/client architecture to communicate in Castle Game Engine applications. It relies on Indy — FPC developers will need to download it. The examples in examples in examples/network/tcp_connection show a simple client and server …

Castle Game Engine: Watch my presentation “Developing games and graphic visualizations in Pascal” from International Pascal Congress in Salamanca

My presentation from International Pascal Congress in Salamanca, 2023 titled “Developing games and graphic visualizations in Pascal”, has just been published on YouTube (also embedded below)! I encourage to watch it, I think it turned out quite nicely 🙂 It is a bit different from my usual presentations — it’s not only about Castle Game …

Castle Game Engine: Example how to update mesh vertexes every frame — with or without shaders

We have a new example examples/viewport_and_scenes/mesh_update that may be quite useful to many developers. It shows two approaches to update a mesh at runtime. This has a lot applications — e.g. you may want to animate / deform the mesh following some algorithm or allow for some user interactions or game events to change the …