Castle Game Engine: Cache to speedup loading multiple instances of the same scene URL

New property allows to load the scene contents through a shared cache. If you have multiple loaded from the same URL, this is a sure way to speedup loading of them. Testcase: examples/viewport_and_scenes/occlusion_culling, where I set up multiple buildings and creatures from the same glTF. Alternative: You can actually achieve even more optimization (loading time, …

Castle Game Engine: Join our 5th Open Meeting (“Spring 2023”) on Discord this Saturday (March 18)

You know the drill — our quarterly meeting on Discord, open to everyone, is this weekend! Join us and talk about Castle Game Engine 🙂 The meeting will happen at 15:00 (UTC timezone) this Saturday, March 18th, 2023. Simply join our Discord chat and go to the #open_meeting channel. You can just visit this link …

Castle Game Engine: Mobile (OpenGLES) rendering upgrades: occlusion query, anisotropic filtering, 3D textures, shadows; plus new occlusion query demo

Our OpenGL and OpenGLES code is now more streamlined, which allowed to “unlock” various rendering features on OpenGLES. This means we will use some features from OpenGL ES 3.0, if it is available: Occlusion Query, that is also showcased in a new demo examples/viewport_and_scenes/occlusion_query. 3D textures (example data in demo-models, look in texturing_advanced subdirectory). Using …