GZDoom 4.6.1 released Notice: The survey is currently closed. GZDoom 4.6.1 does not include the survey code that 4.2.0 did.Please do not post bugs or issues in release threads! Click hereDownload (OpenGL 3.3 and higher for hardware rendering, Direct3D 9 or later for softwa… Continue Reading →
Castle Game Engine: New manual chapter that introduces editor and states, more manual and website updates, “Register Lazarus Packages” button I am deep in making big updates to the manual, to document the usage of editor and other concepts that become important during the CGE 7.0 development. We start with new 1st and 2nd manual chapters: Installation and building your first application Designing user interface and handling events (press, update) within the state Go ahead … Continue reading ➤ Continue Reading →
Castle Game Engine: Packaging to Android App Bundle You can now easily package Android games using Castle Game Engine to the AAB format (instead of APK). New Build Tool command-line options allow to execute: castle-engine package –target=android –package-format=android-app-bundle Will package to the new AAB format. castle-engine package –target=android –package-format=android-apk Will package to the traditional APK format. The –package-format=android-apk is right now the default … Continue reading ➤ Continue Reading →
Godot Showcase – The Garden Path developer talks about his experience Welcome to another developer interview following the introduction of the Godot Showcase page! This week, we are interviewing Louis Durrant about his game The Garden Path. Introduce yourself in a few sentences. Hi, I’m Louis Durrant, and I make games u… Continue Reading →
Castle Game Engine: Adding behaviors in CGE editor (TCastleBillboard, TCastleSoundSource) You can now add/remove behaviors using the CGE editor. “Behaviors” are components that enhance the behavior of the parent TCastleTransform. We have a few of them included in CGE, and you can define more (“3D FPS Game” template shows a trivial behavior of an enemy). If you come from Unity, know that “creating TCastleBehavior” is … Continue reading ➤ Continue Reading →
Raze 1.1.3 released Download (OpenGL 3.3 and higher required)Windows 64-bitLinux 64-bitmacOSSourceVisit the new homepage (still under construction)HighlightsIndexed hightile support.Better parsing of .INI files in Blood mods to ensure that they’re valid.Game files on UNC… Continue Reading →
About Godot 4, Vulkan, GLES3 and GLES2 Hello fellow developers! As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends. Will Godot 4.0 support OpenGL/OpenGL ES? OpenGL will most likely… Continue Reading →
Castle Game Engine: Non-Visual Components in Editor You can now edit any TComponent descendant in CGE editor. I expect to use it intensively to design basically everything in the editor. The non-visual components registered automatically (and thus available by default in CGE editor) are: Fonts: TCastleBitmapFont, TCastleFontFamily, TCastleFont — described in the previous news about fonts. TCastleSound — describes a sound file … Continue reading ➤ Continue Reading →