Castle Game Engine: Camera and navigation rework almost finished. TODO: This news announcement is too long, we have too much new stuff to announce

I’m nearly done with the big amount of changes on new-cameras branch. Below is a draft news announcement that will become official (and more complete) soon! TODO: This is too long to announce, too many things. And this is not even finished yet, there will be more gains from this in UI. TODO: Record a …

Castle Game Engine: Editor improvements, UI improvements, in-progress Snap packages (Linux packages on any distribution), testing lights and 3D models from Sketchfab

OK, so we have now 3 big things in-progress 🙂 I started to learn Snap packaging. It allows to create packages that work on any Linux distribution and has a connected central store of Snap packages where users can find packages. Both open-source and closed-source packages are allowed there, you can browse existing packages and …

Castle Game Engine: Various improvements: build tool, make, updated Docker image, smaller API updates – TCastleTransform.ExistsInRoot, TCastleImageTransform.Mipmaps

While we continue work on big features (cameras + navigation, see teaser screenshot in this post; physics in editor), here’s a bunch of smaller engine enhancements you can enjoy already: The <compiler_options> in CastleEngineManifest.xml supports now detect_memory_leaks=”true” (detects memory leaks with FPC, ignored by Delphi now), <defines> (best way to specify symbols; they can be …

Castle Game Engine: 2 big features in-progress, and small editor improvements available already

We have 2 big features in-progress right now: physics branch, by Andrzej Kilijański, with new features related to physics and more comfortable usage of physics in CGE editor. This includes: AutoSize for physics colliders, rigid bodies and colliders that can be added and configured using CGE editor, ability to test physics in editor at design-time, …