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Castle Game Engine: Various improvements: build tool, make, updated Docker image, smaller API updates – TCastleTransform.ExistsInRoot, TCastleImageTransform.Mipmaps

While we continue work on big features (cameras + navigation, see teaser screenshot in this post; physics in editor), here’s a bunch of smaller engine enhancements you can enjoy already: The <compiler_options> in CastleEngineManifest.xml supports now detect_memory_leaks=”true” (detects memory leaks with FPC, ignored by Delphi now), <defines> (best way to specify symbols; they can be …

Castle Game Engine: 2 big features in-progress, and small editor improvements available already

We have 2 big features in-progress right now: physics branch, by Andrzej Kilijański, with new features related to physics and more comfortable usage of physics in CGE editor. This includes: AutoSize for physics colliders, rigid bodies and colliders that can be added and configured using CGE editor, ability to test physics in editor at design-time, …

Castle Game Engine: WasVisible: query visibility of scenes and shapes, RobustNegativeScale: support lighting with negative scales

You can easily query whether the scene or shape was (potentially, at least partially) visible in the last rendering event. This accounts for both frustum culling and occlusion culling. Use , for this. Demo is in examples/viewport_and_scenes/test_was_visible. See forum thread for history behind this feature. You can use TCastleRenderOptions.RobustNegativeScale to make lighting work correctly even …

Castle Game Engine: glTF improvements (normal scale, camera fix), mixing glTF with X3D using IMPORT / EXPORT

In both glTF and X3D we implement now a feature to “emphasize / deemphasize normal map”. In glTF this is in material.normalTextureInfo.scale, in X3D this is in normalScale parameter of Material or PhysicalMaterial. The intuitive meaning of it is: value = 1 is the default, regular bump mapping behavior. values < 1 make normal map …