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Castle Game Engine: Web3D webinar this Tuesday, Steam Deck test, documentation updates, PasVulkan tests

This weekend news post will cover a few things 🙂 I will give a talk about X3D, X3D 4, PBR (Physically-based Rendering), and how it connects with glTF 2.0 and Castle Game Engine this Tuesday, 29th March. Head on to the Web3D site to register, the talk is free and open to join for everyone. …

Castle Game Engine: New Castle Tester – running all engine automatic tests on all platforms (desktop, mobile, Nintendo Switch…) with all compilers (FPC, Delphi)

This screenshot will not win the #screenshotsaturday hashtag, but it took a lot of effort to achieve 🙂 Thanks to Andrzej Kilijański we have a big upgrade to our automatic tests application, available as always in tests/ subdirectory of CGE. Instead of using FpcUnit, the application can now use our own testing framework CastleTester that …

Castle Game Engine: Mirrored Repeat mode, TextureProperties.BoundaryModeS/T/R support

Thanks to Matthias (Free Pascal meets SDL) we now support “mirrored repeat” mode for textures, for both glTF and X3D models. We also support X3D TTexturePropertiesNode.BoundaryModeS/T/R properties, which allow to request a wrapping mode — clamp, repeat, or mirrored repeat. (see TBoundaryMode) The way you would request it in Pascal is by creating and adjusting …

Castle Game Engine: Creating Debian Packages with Castle Game Engine build tool

Debian is a popular Linux distribution, also serving as a base for other Debian-based distributions like Ubuntu. You can now easily create a Debian package, .deb file, from any game! From Castle Game Engine Editor use menu option Run -> Package Format -> Debian Package (DEB) and then Run -> Package. Or use command-line build …