Castle Game Engine: Watch my presentation “Developing games and graphic visualizations in Pascal” from International Pascal Congress in Salamanca

My presentation from International Pascal Congress in Salamanca, 2023 titled “Developing games and graphic visualizations in Pascal”, has just been published on YouTube (also embedded below)! I encourage to watch it, I think it turned out quite nicely 🙂 It is a bit different from my usual presentations — it’s not only about Castle Game …

Castle Game Engine: Example how to update mesh vertexes every frame — with or without shaders

We have a new example examples/viewport_and_scenes/mesh_update that may be quite useful to many developers. It shows two approaches to update a mesh at runtime. This has a lot applications — e.g. you may want to animate / deform the mesh following some algorithm or allow for some user interactions or game events to change the …

Castle Game Engine: Simple User Interface Batching

We have implemented a simple approach to user interface batching to improve performance of UI rendering: You can easily activate it by Container.UserInterfaceBatching := true. See API docs. We also added a way to observe whether/how much do you gain. Look at class variable information. In particular use TDrawableImage.Statistics.ToString, or TDrawableImage.Statistics.DrawCalls, TDrawableImage.Statistics.ImageDraws. Display them in …

Castle Game Engine: Register for Pascal Cafe in IJsselstein (Netherlands) on April 6th (Saturday)

I will give a talk about our Castle Game Engine at International Pascal Cafe, on April 6th (Saturday), in ~3 weeks from today. The 1-day event features talks from well-known people in FPC, pas2js and Lazarus ecosystem, including Michael Van Canneyt and Mattias Gaertner, so I’m really excited to join! You’re welcome to register (note …