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Castle Game Engine: Mobile improvements: optimizations on Aarch64, texture compression fixes, GameAnalytics SDK updated

Long time ago, we had to disable optimizations with FPC on Aarch64 (64-bit Arm) as they were too unstable. But were happy to revert this 🙂 With FPC >= 3.2.2, optimizations on Aarch64 work flawlessly, and so we enable them. This affects Android, iOS and macOS Silicon targets. The optimizations will remain disabled if the …

Castle Game Engine: Editor improvements: input floats like “pi/2” or “2+2”, context menu for “Output”, new start form

A small convenience when writing float values: you can input an expression, like pi, pi / 2 or 2/3 instead of typing the actual value (3.14…, 1.57…, 0.6666….). Any expression using CastleScript is allowed. This is nice e.g. for angles for which we use radians (consistent with X3D, OpenGL, many other APIs). So you have …

Castle Game Engine: TCastleWindow: simple name (without Base suffix), removed deprecated Window.SceneManager, UTF-16 in WinAPI backend

Two news about our class: The and are now (again) advised to be used through these simple names. There is no more need to use the names with Base suffix, and . They are now just deprecated aliases to the simpler names without the Base suffix. Underneath, this happened because of a change I announced …

Castle Game Engine: TCastleViewport.PositionFromWorld utility, to adjust UI position to something in 3D viewport, or measure 3D size on screen

New method allows to map a viewport (3D) position into user interface (2D) position. This allows to: Place UI element exactly where some 3D thing is. The example examples/viewport_and_scenes/position_from_world shows how to position a so that it always remains at the middle, regardless of how you move and zoom the camera. It comes down to …