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Castle Game Engine: Wireframe view in editor, camera improvements: navigation under any transformation, zoom in Walk mode

Use Viewport -> Wireframe mode menu, or just hit Alt+Z shortcut, to toggle between viewing: Polygons, Wireframe or Polygons + Wireframe (internally known as ). At design-time, in “Fly” mode, mouse scroll wheel now does zoom (if you don’t have right mouse button pressed; when right mouse button is pressed, it changes moving speed, as …

Castle Game Engine: Concept art teaser: Huge graphical (and functional) upgrade to our FPS game is coming

Together with artists from our company Cat-astrophe Games we are working now on a big upgrade to “FPS game” example! Please welcome Adrianna Matejek (concept art, 2D, UI) and Alya Vaneskehyan (3D, textures). They will commit lots of things to fps-game-upgrade branch in the upcoming weeks 🙂 Together we have a great plan how to …

Castle Game Engine: CGE downloads now come bundled with latest stable version of FPC

Our default downloads are now bundled with latest stable version of FPC (Free Pascal Compiler, an open-source cross-platform compiler that we love and recommend). The goal is to make Castle Game Engine work out-of-the-box. Building and running a newly-created project from CGE editor will now work out-of-the-box, users don’t need to install their own FPC …

Castle Game Engine: Published state fields are now automatically initialized, no need in most cases for DesignedComponent calls

This is another important “quality of life” improvement for developers: You no longer need to explicitly initialize the components you want to access using DesignedComponent method. You just need to move your fields to the published section to make them initialized automatically. Detailed explanation of the difference All (or most) of the calls like below …