Castle Game Engine: Background (skybox, sky/ground color gradients) in Castle Game Engine – presentation video on YouTube and Vimeo Enjoy a new video that demonstrates how to set up background (skybox etc.) in CGE editor: Also, I uploaded our last 2 movies to the Castle Game Engine page on Vimeo. Should we use both YouTube and Vimeo? I will let you decide using the likes and comments 🙂 Here’s the embedded version of the … Continue reading ➤ Continue Reading →
Castle Game Engine: Design lights using Castle Game Engine: new light components and related features, with video! We’re proud to announce a big new feature in Castle Game Engine: new light components that allow to easily manipulate lights (from the editor and from Pascal code) and a number of related improvements. I’ve made a video presentation that describes everything, enjoy! And read below the movie for more information. New features details: New … Continue reading ➤ Continue Reading →
OpenMW Roadmap Update OpenMW has been in development for well over a decade now, and it has become a viable way to play Morrowind on almost every platform imaginable. As a consequence, we have discussed possible future main goals for our engine but quickly realised that the current scope greatly limits both the engine’s potential and our developers’ […] Continue Reading →
Turn an Android App into a Godot Quest VR App in 3 Steps Now that we’re past the clickbait title, let’s get to the meat of the matter: Designing and building VR applications is hard! It’s even more so if you are not familiar with graphics and game engine-related tools and technologies. This used to be my exp… Continue Reading →
Dev snapshot: Godot 3.5 beta 3 We’re getting closer to the Godot 3.5 stable release with a third beta snapshot! Like with 4.0 alpha builds, we’re trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be va… Continue Reading →
Castle Game Engine: Web3D webinar this Tuesday, Steam Deck test, documentation updates, PasVulkan tests This weekend news post will cover a few things 🙂 I will give a talk about X3D, X3D 4, PBR (Physically-based Rendering), and how it connects with glTF 2.0 and Castle Game Engine this Tuesday, 29th March. Head on to the Web3D site to register, the talk is free and open to join for everyone. … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 4.0 alpha 5 We’re continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 – this time with 4.0 alpha 5. See past alpha releases for details (alpha 1, 2, 3, 4). Be aware that during the alpha stage the engine is still not feature-complete or… Continue Reading →
Maintenance release: Godot 3.4.4 In parallel to our work on the upcoming feature releases Godot 3.5 (with a second beta) and 4.0 (now at alpha 4!), we backport important fixes to the stable 3.4 branch for use in production. Last month’s 3.4.3 release was found to have a few regression… Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.1-stable A production-quality JMonkeyEngine 3.5 patch release with the following changes relative to 3.5.0-stable: Bugs and defects addressed: various built-in shaders don’t support core profile (issue #1780, PR #1781) AssertionError in ALAudioRenderer (issu… Continue Reading →
Castle Game Engine: New Castle Tester – running all engine automatic tests on all platforms (desktop, mobile, Nintendo Switch…) with all compilers (FPC, Delphi) This screenshot will not win the #screenshotsaturday hashtag, but it took a lot of effort to achieve 🙂 Thanks to Andrzej Kilijański we have a big upgrade to our automatic tests application, available as always in tests/ subdirectory of CGE. Instead of using FpcUnit, the application can now use our own testing framework CastleTester that … Continue reading ➤ Continue Reading →