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Castle Game Engine: Code cleanups: units map, more obvious subdirectories in engine, automatically checked dependencies, moved various units to internal

Lately I’ve done a number of rearrangements in CGE units, to make the engine code cleaner (easier to understand, both for new people and seasoned devs): Units map documentation is now up-to-date and more straightforward. Unit dependencies outlined in units map are (again) automatically checked by check_units_dependencies internal tool (using ppudump from FPC underneath). A …

Castle Game Engine: Example how to use a custom cursor (a static image or an animated scene)

I’ve added an example project examples/user_interface/custom_cursor showing how you can implement a custom cursor in your applications. It’s very flexible — the custom cursor is just a UI element, synchronized with mouse position, and it can contain an image, a viewport (with animated scene) or anything else you want. You even design the custom cursor …

Castle Game Engine: Example component_gallery: 12 pages showcasing user interface components, new example transform_primitives: showcasing primitives in viewport

I advise every CGE developer to run these 2 new examples today! 🙂 examples/component_gallery is a 12-page demo of possibilities of user interface components in CGE. Run the demo, and browse the pages to see what is possible. Then explore the demo in the editor (open designs data/page_xxx.castle-user-interface) to see how you can do this. …