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RSS feed aggregator for FOSS game development.

libGDX Jam June 2022

With our 21st collaboration, the libGDX Jam continues the time honoured tradition of making awesome games using the best framework out there. We encourage camaraderie, teamwork, and good sportsmanship with a side of well-intentioned buffoonery. The general jam rules can as always be found here. To participate take a look at the official itch.io page of the jam. The official jam trailer can be found on YouTube.

Castle Game Engine: Huge improvements for macOS users: macOS binary beta release, Cocoa backend for TCastleWindow, automatic running and packing using AppBundle, access to macOS thanks to MacStadium

We have a number of game-changing improvements for macOS users today! We have Castle Game Engine binary release, for macOS, available to download here. Download it and enjoy! Just unpack the zip and double-click castle-editor inside the bin/ subdirectory. Note: You have to still separately install FPC (and some IDE, like Lazarus) e.g. using Lazarus …

Castle Game Engine: Save the date: Next weekend: 2nd Open Meeting for CGE Users and Developers

The time is near! Join Michalis Kamburelis and other Castle Game Engine developers, contributors and users at our 2nd meeting on Discord. The meeting will happen at 15:00 (UTC timezone) on Saturday, 4th June. Meeting will be on our Discord channel #open_meeting. This is the direct link to the event on Discord. Right now you …

Castle Game Engine: Big update to “Custom Components” documentation, critical localization fix

I have extended the Custom Components documentation, to serve as a good overview for people who want to create new components that are registered in CGE editor. Nicer introduction and consolidates important information from other pages, Documented publishing classes: using subcomponents, references, observing them using TFreeNotificationObserver Documented when and why you should use SetTransient There’s …

Castle Game Engine: Compositing shaders improvements, “Mountains of Fire” demo updated

I have improved the available “plugs” for our compositing shaders mechanism and updated their documentation. The overall goal was to make them friendly when you target only Phong shading, or want to switch between Phong and Gouraud shading. New PLUG_fragment_modify, simplest way to modify calculation after lighting, textures, fog are applied. This is also used …

Castle Game Engine: Double click in the output to open code editor

Let’s kick-off the weekend with a small but important new feature: You can now double-click in the Castle Game Engine editor “Output” list to open an editor at auto-detected file, with auto-detected line and column. Great to easily jump to the error message. It can detect various message types — errors, warnings, notes, progress “compiling …