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Castle Game Engine: Android tab in editor preferences, important deserialization fix, Cocos2d rotated frames in sprite sheets, doc outlining ObjFpc and Delphi differences, creating new projects on command-line

As we work towards releasing Castle Game Engine 7.0-alpha.3, we have a bunch of unrelated but important improvements around various engine pieces. Hopefully everyone will find in this list something to enjoy 🙂 Our editor has a new page in preferences to configure “Android SDK location” and “Java location”. You can configure these common settings …

Castle Game Engine: Example talking with OpenAI (ChatGPT) assistant using Castle Game Engine (from desktop or Android)

I was playing with OpenAI “assistants” lately. Assistant acts like a ChatGPT with which you can talk, but adjusted personally to you — you can instruct the assistant to answer your questions using your guidelines, possibly using a database of your uploaded files and other information. For example, I can instruct assistant to “Call the …

Castle Game Engine: Castle Model Viewer (formerly view3dscene) 5.0.0 release — ton of improvements coming from latest Castle Game Engine, support to validate models, MD3 animations, saving to STL, more X3D 4.0 features

We’re proud to announce a new version 5.0.0 of Castle Model Viewer, previously known as “view3dscene”. This is our tool to view 3D and 2D models in many formats (glTF, X3D, VRML, Spine JSON, MD3, …), and it is powered by the Castle Game Engine. Along with the viewer, we also release new version of …

Castle Game Engine: Models can be saved to X3D or STL now (soon to glTF too), new engine API to register custom model formats that can be loaded/saved, proper handling of duplicate node names in glTF on conversion to X3D

We’re working on a big release of our tools soon! For this week, we have some new inter-connected developments: First of all, I want our tools to be able to output various model formats, not only X3D. My goal is to be able to write glTF files, with as much features as possible. Thus utilizing …

Castle Game Engine: Using GitLab CI with our recommended setup for Castle Game Engine projects: note that GitLab-hosted runners changed tags

A small note (bigger news will come this weekend 🙂 ): If you use GitLab CI, following our recommended setup, and rely on GitLab-hosted runners (available for free for all projects), be sure to update your tags to use new runners: For Linux runner, use saas-linux-small-amd64 instead of just linux. More possibilities and info in …