Castle Game Engine: Render 3D and 2D games inside Delphi VCL and FMX forms using TCastleControl We announced this feature already some time ago and you can watch my presentation from Embarcadero CodeRage 2022 about it. A lot of polishing work happened since then, so it’s time to announce it officially: Castle Game Engine now offers a TCastleControl component that you can install in Delphi IDE and drop on a VCL … Continue reading ➤ Continue Reading →
Libre Arts: Weekly recap — 16 April 2023 Week highlights: new versions of Curtail, Pitivi, and Zrythm, new features in GIMP, UX/UI updates in FreeCAD, updates of Krita and Blender add-ons. GIMP The Search Actions dialog now shows menu paths and is able to locate GEGL operations t… Continue Reading →
Castle Game Engine: Editor improvements: color picker, display statistics, simple grid and axis Choosing colors inside CGE editor is now using a modern, cross-platform, comfortable color picker dialog. To see it, simply click on “…” in the editor object inspector to adjust any color — of user interface (like ), or 3D stuff (like ), of background (like ). The new color picker dialog pops up, allowing you … Continue reading ➤ Continue Reading →
Direct3D 12: Adventures in Shaderland Godot is about to get a Direct3D 12 rendering driver. This is a discussion on the exotic approaches taken to face some of the challenges posed in the area of shaders. Continue Reading →
Dev snapshot: Godot 3.6 beta 1 It’s time to start testing the next feature release of Godot 3, packed with over 500 fixes and enhancements which don’t require any compatibility breaking changes! Continue Reading →
Castle Game Engine: Physics layers – configure what collides with what I’m proud to announce new feature that enhances our physics: physics layers. The idea is really simple: you can spread your objects () into multiple layers, and then configure which layer can collide with which. This way you can make certain things ignore other things. For example, maybe enemy_bullets should not hit other enemies or … Continue reading ➤ Continue Reading →
Libre Arts: Weekly recap — 9 April 2023 This is a shorter-than-usual recap. Week highlights: OpenShot 3.1.0 released, GIMP and Krita get new features, Jabier Arraiza is leaving Inkscape. GIMP Several nice little patches are making their way to future GIMP 3.0. Now when you try t… Continue Reading →
Castle Game Engine: Web target – progress and plans After the big engine release of 7.0 (coming really soon!), I’m dedicated to focus on adding the web target as a new engine platform. The goal is simple: allow you to recompile more-or-less any application you wrote using Castle Game Engine (using ) to the web. So you can put your application on a website, … Continue reading ➤ Continue Reading →
GDC 2023: Retrospective We attended the Game Developers Conference (GDC) in San Francisco this year. Continue Reading →
Maintenance release: Godot 4.0.2 As the work on Godot 4.1 continues, more fixes and enhancements become available to existing 4.0 users as patch releases. Meet Godot 4.0.2, addressing more of your reports, including several regressions from 4.0.1, and improving platform support for An… Continue Reading →