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Castle Game Engine: Blending sort for scenes, behaviors docs, controlling sound source playing, tooltip control

Enjoy new features and a happy New Year! 🙂 (Note: I will not make predictions for next year this time. Because I am hard at work making new Castle Game Engine release, planned for the Christmas that happened last week! 🙂 ) New stuff: New property , which you will usually use as MyViewport.Items.BlendingSort, allows …

Castle Game Engine: TUIState is now TCastleView, methods to change the view are now part of Container, new slick UI when opening the project

We have an important change to one of our most important concepts: states (TUIState descendants) are now called views (and descend from ). It’s a change in terminology, and a change in API. While previously you were changing states using class functions and properties, like TUIState.Current := Xxx, now you should use regular container methods, …

Castle Game Engine: “Lynch” gamejam game release on itch.io, nice example code for footsteps and some creepy game logic

“Lynch”, my gamejam game done using Blender and CGE, is now on itch.io — https://cat-astrophe-games.itch.io/lynch. Easy download for Windows and Linux. The full source code and data are available on GitHub. I did some cool post-gamejam improvements: Added sounds: new ambience, footsteps, statue sound. The demo code shows my recommended approach to add footsteps sound …

Castle Game Engine: Summary of 4th open meeting – physics, Pascal LSP, Android on-screen keyboard, near release plans, QuickJS; announcing 5th meeting

With so much going on around the engine, I barely have time to write it all down in news 🙂 First of all, we had our open meeting on Discord 2 weeks ago. A short summary: I showed our new physics features. You know, the things merged in that huge merge right before the meeting …