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Castle Game Engine: Android: Platformer on Google Play, “Pretend Touch Device” option to test mobile behavior on desktop, touch input docs, target API bump, fixes

We have released our Platformer game on Google Play! It’s a full-featured 2D platformer game, with sources available inside the engine, in examples/platformer subdirectory. The Platformer release on itch.io has also been upgraded. The new platformer version features a helpful dialog showing how to control the game on mobile, and pause view improvements (dimmed background, …

Castle Game Engine: June / July bag of improvements: better Unicode utils (TCastleStringIterator and more), VS Code important fix, Docker image upgrades, new example screen_resolution_change…

We work intensively on the engine! Here’s a list of smaller engine improvements / fixes done recently. (For bigger improvements, see all the recent news — we have a lot of new stuff.) New simple API in our unit: , , , . All with auto-tests. All following our general rule that when used with …

Castle Game Engine: Float-based images (e.g. for precise terrains) full support: 4 float-based image classes (passed to GPU and shaders), loading 16-bit PNG, loading float-based KTX, loading 16/32-bit TIFFs, Castle Image Viewer improvements

We added to Castle Game Engine capability to read 16-bit and higher precision image formats. This is useful for precise terrains (where you want to store heightmaps with more precision than 8-bit) or any other data that you may want to process (in shaders or using Pascal code) where 0..255 range (8-bit integer, i.e. byte) …