Castle Game Engine: New sound API (easier to use, more versatile) and ability to set up sounds using CGE editor

We have a new shiny API to play sounds in Castle Game Engine! I think it’s a major improvement over the previous API (that revolved around TSoundBuffer and TSound classes). The new API is easier to use: It hides some internal constraints (a limited internal number of sounds that can be mixed simultaneously, or impossibility …

Castle Game Engine: Various asset improvements: Wavefront OBJ texture options and possible PBR, Spine free form deformation with curve animation, fixes for creaseAngle in X3D and OBJ

Various improvements to various asset formats: We now implement Wavefront OBJ texture options. They are all parsed correctly, and the scale, offset, clamp are actually handled. We can also generate PBR (physical) materials when reading Wavefront OBJ files. This feature is for now experimental, and you have to toggle global WavefrontPhongMaterial in X3DLoadInternalOBJ unit to …

Castle Game Engine: Delphi porting progress — basic CGE window with images and text works!

We have great news about Delphi compatibility with Castle Game Engine: We have basics (window, with images and text) working! You can observe the work in this PR by Andrzej Kilijański. Plans The first goal is to make TCastleWindowBase with WinAPI backend working fully. This will make CGE working with Delphi for native Windows applications, …

Legacy and M1 macOS ioquake3 support

macOS now has two kinds of Universal Binaries. The first were from the mid-2000’s when Apple started their transition from the PowerPC platform to Intel. The second are for Apple’s transition from Intel’s 64bit x86 platform to Apple’s in-house ARM-based processors. If you visit our Downloads page you will now find two new kinds of test builds for the… Continue reading Legacy and M1 macOS ioquake3 support