Castle Game Engine: Android builds now include libpng (over 10x speedup at PNG loading), new platformer release

Enjoy much faster PNG loading on Android now, as the libpng library is automatically packaged with your applications. Various measurements, like this one, or testing “The Unholy Society” UI loading time confirm that the speedup is huge, even more than 10x compared to previous FpImage that we used on Android. In general, there’s no need …

Castle Game Engine: FMOD sound backend improvements: spatial sounds, priority, distance model, offset

Our FMOD sound backend, that integrates CGE with the FMOD sound system, supports now 3D (spatial) sounds. This means that sound position in 3D is reflected in your ears — things that are closer are louder, things that are on your right are mostly in your right speakers etc. The improvements outlined here make our …

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 …