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Castle Game Engine: Android: upgraded everything! (Google Play Services, OpenAL, AdMod, API level, Gradle…)

First of all, you can actually test our Android integration (and many upgrades described below) by trying out these test applications (APK) on your Android device. We are also releasing these demo applications (and more!) on Google Play, to give everyone a really easy way to test CGE on Android. More about it when we’ll …

Castle Game Engine: Incoming: new animated 3D enemy for our fps_game example

As part of Castle Game Engine 7.0, we want to create a new behavior that will be a highly-customizable component that can perform typical enemy intelligence (moving, attacking) in 3D games. More details in about our plans here. Today, presenting work-in-progress by Alya Vaneskehyan (a 3D graphic artist from Cat-astrophe Games studio) on a new …

Castle Game Engine: Blending and billboards – new options, better defaults to make various cases work out-of-the-box

We’ve done a number of improvements to blending and billboards, to support more use-cases, and to make some cases “just work out-of-the-box”. Before we start, just download latest version of Castle Game Engine and open a new example examples/viewport_and_scenes/billboards_blending_in_3d. It will illustrate most features mentioned in this post clearly 🙂 New features: Existing 3D sorting …

Castle Game Engine: Improvements to property editors, in particular display and input angles in degrees in the editor

We’ve done a number of “quality of life” improvements to properties manipulation in the Castle Game Engine editor. We simplified the display of floats and vectors. No need for excessive trailing zeroes. Instead of 0.00 0.00.0.00 or 1.00 2.00 3.00 we now display 0 0 0 or 1 2 3 which is much easier to …