Emulating Double Precision on the GPU to Render Large Worlds One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did. The Problem B… Continue Reading →
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 … Continue reading ➤ Continue Reading →
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 … Continue reading ➤ Continue Reading →
Castle Game Engine: Hacktoberfest for Castle Game Engine! Hacktoberfest is an annual event dedicated to promoting Open Source software development and to help developers from all the world (regardless of their experience level) to contribute to open source projects. Now you can also participate in the event by contributing to Castle Game Engine! Many related projects at Castle Engine (GitHub org) received a … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 4.0 beta 3 We released Godot 4.0 beta 1 one month ago! That was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven’t yet, for an overview of some of the main highlight of Godot 4.0. But the "1… Continue Reading →
Dev snapshot: Godot 4.0 beta 3 We released Godot 4.0 beta 1 one month ago! That was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven’t yet, for an overview of some of the main highlight of Godot 4.0. But the “1” in… Continue Reading →
Rust GameDev: This Month in Rust GameDev #38 – September 2022 Welcome to the 38th issue of the Rust GameDev Workgroup’s monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem… Continue Reading →
Castle Game Engine: Slides, movies and thoughts from my GIC 2022 presentation Last Sunday, I gave a presentation about Castle Game Engine at the Game Industry Conference. I think it went really well — a lot of people came, I had a lot of positive feedback and good questions. I felt that a lot of work we put lately into making the engine not only packed with … Continue reading ➤ Continue Reading →
Castle Game Engine: Teaser: Physics joints in Castle Game Engine: hinge, ball, grab, rope A quick video demonstrating new Castle Game Engine physics joints! Joints presented: hinge (rotation around an axis) ball (free rotation) grab (follow a specified point) rope (one object is tied to another with an invisible rope – it can move and rotate, as long as the rope distance is preserved). We can design and simulate … Continue reading ➤ Continue Reading →
OpenGameArt’s Fall Game Jam 2022 Theme: “Gourd(s)” Make a video game tribute to your favorite cucurbitaceae! Jam starts on: September 30th 2022 at 5:00 AM [GMT] Submissions due by: October 31st 2022 at 4:59 AM [GMT] Continue Reading →