Castle Game Engine: Using Sketchfab API to search and download glTF (to be integrated in Castle Game Engine)

This was super-fun and super-quick to develop (thanks to GitHub Copilot) 🙂 I present a sample application that searches Sketchfab and downloads glTF model matching given query string. For extra effect, it even opens the model with view3dscene if it is present on $PATH. By default it looks for cthutlhu and happily downloads the first …

Castle Game Engine: Tiled maps: examples updated (see the new “strategy game demo”), API and docs improvements (how to determine tile picked by mouse, and more)

Example examples/tiled/strategy_game_demo was upgraded to use our new TCastleTiledMap component. This is a complete turn-based strategy game using our Tiled integration! As part of this, the game now features map panning and zooming “for free” thanks to the usage of in the viewport. It’s nice to see our approach (“map in viewport is more flexible”) …

Castle Game Engine: Use Delphinus to install Castle Game Engine in Delphi, also simplified Delphi packages

We have a new comfortable way to install Castle Game Engine packages and paths in the Delphi IDE: use Delphinus! Delphinus is an open-source package manager for Delphi. You can point it to an existing CGE installation using “Install from folder” from Delphinus GUI, and in turn it will Install CGE design-time package that provides …

Castle Game Engine: Big rendering refactor: fully modern OpenGL support (3.3 core profile), mobile OpenGLES more functional (3D textures, occlusion query, more OpenGLES 3 features), ancient OpenGL better (reliable fallback to even 1.1 rendering in VMs), modernized GLSL code

We have made a few significant refactors of our low-level OpenGL(ES) code, to support better both modern GPUs, ancient GPUs and mobile GPUs. Everybody wins! 🙂 Modern GPUs We have now much better support of new OpenGL features. If we have shaders, we know we have shaders from “core”, and we initialize them with the …