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 …