Multiplayer in Godot 4.0: Scene Replication (part 1) Howdy Godotters! It’s finally time for the long-awaited post about the new multiplayer replication system that is being developed for Godot 4.0. Below, we will introduce the concepts around which it was designed, the currently implemented prototype, an… Continue Reading →
Castle Game Engine: Various engine improvements – editing collections in editor, Tiled fix for multiple tilesets, API simplifications Thanks to Trung Le (Kagamma), you can now use collection editors in Castle Game Engine Editor just like in Lazarus. This allows to visually edit e.g. particle effect anchors in cge-3d-particle-emitter or a TDbf.FieldDefs from castle-db-aware-controls. Thanks to Matthias (Free Pascal meets SDL), we have an important Tiled bug fixed — in case you used … Continue reading ➤ Continue Reading →
Release candidate: Godot 3.4.1 RC 1 Godot 3.4 was released earlier this month, and it went fairly smoothly! Many thanks to all the contributors who worked on it, including all testers who tried beta and RC releases to ensure that the 3.4-stable branch would be an easy and worthwhile upgr… Continue Reading →
Post-release catchup party! Hello again! While there have been several huge announcements we’ve wanted to share with you lately, we decided to wait with these news until after the release of OpenMW 0.47.0 to avoid stealing too much of the hype. Sorry for that, but we hope you understand. Now, without further ado, let’s dig in! Lua is […] Continue Reading →
Castle Game Engine: Presentation about Castle Game Engine from DelphiCon 2021 Our presentation about Castle Game Engine from DelphiCon this week is now available to watch on YouTube! I highly advise watching this to every CGE developer — regardless of your favorite Pascal compiler/IDE. I describe the engine features, and go into a very practical session where I modify one of our templates, showing a number … Continue reading ➤ Continue Reading →
Request for testing on PR for Linux users and mouse buttons While working on Raze, I’ve noticed the SDL interface under Linux can sometimes appear to miss mouse clicks. I looked into this and SDL is properly sending through the events, but sometimes the click down and click up can both be read before the game … Continue Reading →
Castle Game Engine: Big Delphi port progress, beta download, watch my presentation at DelphiCon today! All Delphi users: Enjoy now easy link to download Castle Game Engine with Delphi support (beta version) on our main page! And be sure to watch our presentation at DelphiCon 2021 today! The development of Delphi port is now happening within PR #350. We have almost everything in CGE working now smoothly in Delphi! Works: … Continue reading ➤ Continue Reading →
Request for testing on PR for Linux users and mouse buttons While working on Raze, I’ve noticed the SDL interface under Linux can sometimes appear to miss mouse clicks. I looked into this and SDL is properly sending through the events, but sometimes the click down and click up can both be read before the game … Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.0-alpha1 A non-production release, for development and testing only, not intended to be used in any product. Largely untested, without complete/reliable documentation, and without SDK support. Vital features may be missing. The feature set, API, and serializati… Continue Reading →
Castle Game Engine: Pepper & Carrot – 3D platformer prototype We’re happy to present a new 3D platformer prototype made in Castle Game Engine – Pepper and the Potion of Jumping. You can check out the source code and build it yourself from Pepper and the Potion of Jumping. Most levels include collecting gems (currently yellow spheres) until you have enough to continue. There’s also … Continue reading ➤ Continue Reading →