Castle Game Engine: Float-based images (e.g. for precise terrains) full support: 4 float-based image classes (passed to GPU and shaders), loading 16-bit PNG, loading float-based KTX, loading 16/32-bit TIFFs, Castle Image Viewer improvements

We added to Castle Game Engine capability to read 16-bit and higher precision image formats. This is useful for precise terrains (where you want to store heightmaps with more precision than 8-bit) or any other data that you may want to process (in shaders or using Pascal code) where 0..255 range (8-bit integer, i.e. byte) …

Castle Game Engine: Regenerate Your Project for better Debug / Release settings in both Lazarus and Delphi (and to be prepared for secret features coming next week)

The summary of this post is: Download latest engine and use “Code -> Regenerate Project” menu item in the editor. It will regenerate the files inside your project (DPR, LPI, DPROJ, and CastleAutoGenerated.pas unit). We’ve made a few improvements to them, and all together it means we strongly advise you to regenerate your project. The …

Castle Game Engine: Spanish translation of our tutorial “Bad way to play chess: 3D physics fun using Castle Game Engine”

Today we have a treat for our Spanish users: our latest tutorial Bad way to play chess: 3D physics fun using Castle Game Engine is now available in Spanish! Read it here: Part 1 (installation, using editor, testing physics…). Part 2 (coding). Big thanks for this go to Jorge Turiel (aka BlueIcaro) and his blog …

Castle Game Engine: Updates to Modern Object Pascal Introduction – anonymous functions, generic collections sorting

We have updated our Modern Object Pascal Introduction for Programmers. Enjoy! The most important addition is the section about “Anonymous functions”. It’s mostly just a simple example (tested to compile with both FPC and Delphi) along with links to good Delphi and FPC documentation. The examples are also in the repository: anon_functions_list_map_foreach.dpr anonymous_functions.dpr anon_functions_assignment_test.dpr The …