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

Castle Game Engine: Support for new iOS launch images, better loading image scaling

We support a new way to define launch images on iOS. Launch images are something displayed by the iOS when the application is, well, launching. They are displayed immediately when you click the application, before any CGE code (even Objective-C code) has been run. Their point is to communicate to the user “the application is …

Castle Game Engine: Fixes to FreeType and VorbisFile dependencies, new Platformer release (now on Android too)

We now gracefully tolerate: Missing VorbisFile library. If missing, we will just not play OggVorbis files, but otherwise everything will work. Missing FreeType library. If not available, texts will be rendered using the standard UIFont, instead of being invisible. It has been always our intention to tolerate missing external library dependencies as much as we …