Castle Game Engine: Summary of today meeting: things in-progress, upcoming planned features, next meeting

Thank you all for today’s meeting! I think it went good, my only regret is that we want to have more participants! To facilitate this, I’m immediately announcing the next meeting, 3 months from now. Reserve the date! 🙂 Join our Discord right now and click “I’m interested” on the “2nd Open Meeting for CGE …

Castle Game Engine: Reminder: Open meeting for all CGE Users and Developers today

As announced previously, we’ll have a meeting today, and everyone is invited! Join Michalis Kamburelis and other Castle Game Engine developers, contributors and users. The meeting will happen at 16:00 (UTC timezone) on Saturday, 5th March. Meeting will be on our Discord channel #open_meeting. This is the direct link to the event on Discord. Right …

Castle Game Engine: Various: RemoveDelayed utility, using fcl-res instead of windres tool, MultiTexture features

New utility to remove but not immediately. This is great if you need to remove some from children list, but you also iterate over the children list right now. We no longer use windres utility, instead we generate Windows resources in memory using FPC’s units from fcl-res package. Our build tool now uses fcl-res units …

Castle Game Engine: Mobile improvements: optimizations on Aarch64, texture compression fixes, GameAnalytics SDK updated

Long time ago, we had to disable optimizations with FPC on Aarch64 (64-bit Arm) as they were too unstable. But were happy to revert this 🙂 With FPC >= 3.2.2, optimizations on Aarch64 work flawlessly, and so we enable them. This affects Android, iOS and macOS Silicon targets. The optimizations will remain disabled if the …

Castle Game Engine: Editor improvements: input floats like “pi/2” or “2+2”, context menu for “Output”, new start form

A small convenience when writing float values: you can input an expression, like pi, pi / 2 or 2/3 instead of typing the actual value (3.14…, 1.57…, 0.6666….). Any expression using CastleScript is allowed. This is nice e.g. for angles for which we use radians (consistent with X3D, OpenGL, many other APIs). So you have …