Castle Game Engine: Zillion of usability issues in editor addressed – default tool more obvious, no hierarchy reloading, group editing better

OK, not really a zillion 🙂 But I seriously addressed a few important issues with editor usability and I think these improvements have a big impact. Some important things are now more intuitive for beginners, some behave better for larger projects. As usual, I encourage you to try the improvements immediately by downloading the latest …

Castle Game Engine: Components to reuse a design in other designs (our equivalent to Unity prefabs): TCastleDesign and TCastleTransformDesign

Our components and just got a number of significant improvements. I added a context menu to them to edit, revert, and open a referenced design. I fixed drag-and-dropping of .castle-transform. I even made a safeguard to not crash when you recursively reference yourself 🙂 All of this and more is now documented in the manual …

Castle Game Engine: Come to my Castle Game Engine talk at GIC – Poznań, 7-9 October, Poland (option to listen online also available!)

I am proud to announce I will give a talk about Castle Game Engine at GIC (Game Industry Conference) in 2 weeks! The conference is at 7-9th October (Friday-Sunday) in Poznań (Poland). It’s full of talks and events for game developers, from all around the world, in any technology. I attended it 4 times in …

Castle Game Engine: Define context menu actions (verbs) for your components using component editors

You can now define a “component editor” class to add commands to the context menu when you right-click the component in CGE editor hierarchy. Detailed instructions and example how to do this are in manual: Add “verbs” to the context menu for given component. A full working example application is in examples/advanced_editor/custom_component, it defines a …