Castle Game Engine: Slides and example from Delphi Day 2025 presentation and after-thoughts (Afterwarp, shadow maps, BGFX and deferred rendering)

I’m traveling back home after enjoying Delphi Day 2025 in Piacenza. I think I’ve made a nice presentation about the engine features. Slides are available here and one new (simple and fun 🙂 ) example is part of the engine now: examples/physics/physics_throw_chickens. During the talk, I also showed a number of existing projects, including platformer, …

libGDX Jam June 2025

With our 33rd 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.

Castle Game Engine: Shaders! Large new documentation how to use shaders with Castle Game Engine, and new “shader libraries” (for now: to convert worldeye space comfortably), and new SetEffects methods

We’ve done a number of improvements to our shaders support, and it starts with one big thing: We have a new documentation how to use shaders with Castle Game Engine. Recommended reading! This documentation shows the most recommended way to use shaders in Castle Game Engine, combining simplicity with power: It starts with up-to-date explanation …

Castle Game Engine: Game controllers (gamepads, joysticks) – new comfortable API, and example of walking and talking using gamepad from Delphi Summit 2025

We’re proud to present a completely new comfortable API to handle game controllers (which includes gamepads, joysticks and similar devices). Everything is documented, with links to examples, in the dedicated manual page about game controllers. Highlights of the new support: You receive information about pressing / releasing gamepad buttons by overriding and methods. Usually you …