Castle Game Engine: New VS Code extension to integrate with Castle Game Engine perfectly — build, run, debug CGE projects, use Pascal with code completion and highlighting We are proud to announce new Castle Game Engine VS Code extension! We have put a lot of work into it in recent months, to make sure VS Code users can very comfortably work on Castle Game Engine projects. You can build, run, debug CGE projects, you have Pascal syntax highlighting and code completion. We’ve … Continue reading ➤ Continue Reading →
Interview with Foal Who are you, and for how long have you been a horsie? I am and have always been a little horse. Neigh. When did you join the project and why? 2020. I was dabbling in VR at the time and thought it would be cool to play Morrowind in VR. I was aware of the […] Continue Reading →
jMonkeyEngine: v3.7.0-alpha2 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 →
Introducing our GDC Line-up Like we announced a while ago, the team is preparing to head over to the US for this year’s GDC. We will have a booth on the expo floor, and would love to welcome you there! Continue Reading →
libGDX Jam March 2024 With our 28th collaboration, the libGDX Jam continues the time-honoured tradition of making awesome games using the best framework out there. We encourage camaraderie, teamwork, and good sportsmanship with a side of well-intentioned buffoonery. The general jam rules can as always be found here. To participate take a look at the official itch.io page of the jam. The humorous jam trailer can be found on YouTube. Continue Reading →
Dev snapshot: Godot 4.3 dev 4 Another 4.3 dev release means that many more fixes and improvements are on their way! Continue Reading →
jMonkeyEngine: jMonkeyEngine v3.7.0-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: Linux fully supported with Delphi We are proud to announce that Castle Game Engine supports now the Linux platform with the Delphi compiler! You can now deploy your Delphi games to Windows and Linux with the same code-base. This blog post describes various details, but really the recap is short: it just works and we have extensive documentation about Delphi … Continue reading ➤ Continue Reading →
Castle Game Engine: New Delphi packages organization and “Tools->Castle Game Engine” menu in Delphi IDE Our Delphi packages have been reorganized to better support all the platforms supported with Delphi (Windows, Linux — watch out for the next news post!). The new Delphi packages are: castle_engine.bpl with the base engine units. Not dependent on VCL, not dependent on FMX, not using . castle_engine_vcl.bpl with the engine code dependent on VCL … Continue reading ➤ Continue Reading →
Interview with Urm Who are you, and why do you have such a cool nickname? Does it stand for Universal Reimplementation of Morrowind? I’ve had this nickname for quite a long time, probably since I was 11 or so. As you might have noticed from my GitLab account, my surname is Uramer. Urm is a shortened version of that. My […] Continue Reading →