Castle Game Engine: Teaser: Physics joints in Castle Game Engine: hinge, ball, grab, rope

A quick video demonstrating new Castle Game Engine physics joints! Joints presented: hinge (rotation around an axis) ball (free rotation) grab (follow a specified point) rope (one object is tied to another with an invisible rope – it can move and rotate, as long as the rope distance is preserved). We can design and simulate …

Castle Game Engine: Easy shadows (in editor, at design-time, too) by shadow volumes (and shadow maps are coming as well)

You can now activate shadows by shadow volumes by toggling a trivial boolean property Shadows at the light source to true! This works (also) in editor at design-time. This makes the shadow volumes we have documented here easily available, finally. No more messing around with X3D lights nodes. A simple demo is in examples/viewport_and_scenes/shadows. We …

Castle Game Engine: Zillion of usability issues in editor addressed – default tool more obvious, no hierarchy reloading, group editing better

OK, not really a zillion 🙂 But I seriously addressed a few important issues with editor usability and I think these improvements have a big impact. Some important things are now more intuitive for beginners, some behave better for larger projects. As usual, I encourage you to try the improvements immediately by downloading the latest …

Castle Game Engine: Components to reuse a design in other designs (our equivalent to Unity prefabs): TCastleDesign and TCastleTransformDesign

Our components and just got a number of significant improvements. I added a context menu to them to edit, revert, and open a referenced design. I fixed drag-and-dropping of .castle-transform. I even made a safeguard to not crash when you recursively reference yourself 🙂 All of this and more is now documented in the manual …