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Castle Game Engine: Fixes and optimizations: Shadow Volumes Optimizations, Shadow Maps Refactor, Nintendo Switch updates, important fixes

We’ve made a big optimization to processing of large worlds (which means: many in a viewport), that in particular benefits cases when you use shadow volumes. This changes how an important rendering code works. We now make 1 pass to collect all the shapes, and reuse results of this pass a few times — 2x …

Castle Game Engine: Video: Advanced Castle Game Engine: forms, 3D generation, shaders, customizing editor

A recording from my presentation in 2023 is now available on YouTube. This talk is titled “Advanced Castle Game Engine: forms, 3D generation, shaders, customization” and I presented it at ITDevCon conference in Rome almost exactly 1 year ago. I go through important CGE features: You can put engine rendering on Delphi FMX form. You …

Castle Game Engine: Demo game using Blender, Sketchfab, Quaternius models, TCastleMoveAttack. Early Preview of TCastleMoveAttack merged. Slides from conference last week

Today’s news is a combo of new things 🙂 I am back from 1.5 weeks of conferencing (first in Germany then in Poland). I have fresh energy, new demo and slides for you to enjoy! First of all, I have merged to CGE master branch an initial design of TCastleMoveAttack component that allows to easily …

Castle Game Engine: Slides from my presentation in Köln (Cologne, Germany) today, spoilers about some new engine features

I’ve done a presentation about our engine at FPC & Lazarus meeting today in Köln, and I think it went really well. I had more time than usual, so after an introduction to the engine, I could go in more depth about some recently added features, including: (with some cool improvements announced last here, demo …

Castle Game Engine: Various new features – unused data analysis, more ways to set sound priority, comfortable TCastleComponentFactory, control quality of spheres/cones etc., “Copy URL” in editor, more

Cthulhu fhtagn! This news post contains a collection of Cthulhu renderings I posted in recent years — it turns out I post quite a lot of Cthulhu stuff. Usually, when I don’t have a perfect screenshot to illustrate a news post, I just pick something pretty rendered using our engine — it turns out that …