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, …