Castle Game Engine: WasVisible: query visibility of scenes and shapes, RobustNegativeScale: support lighting with negative scales

You can easily query whether the scene or shape was (potentially, at least partially) visible in the last rendering event. This accounts for both frustum culling and occlusion culling. Use , for this. Demo is in examples/viewport_and_scenes/test_was_visible. See forum thread for history behind this feature. You can use TCastleRenderOptions.RobustNegativeScale to make lighting work correctly even …

Castle Game Engine: glTF improvements (normal scale, camera fix), mixing glTF with X3D using IMPORT / EXPORT

In both glTF and X3D we implement now a feature to “emphasize / deemphasize normal map”. In glTF this is in material.normalTextureInfo.scale, in X3D this is in normalScale parameter of Material or PhysicalMaterial. The intuitive meaning of it is: value = 1 is the default, regular bump mapping behavior. values < 1 make normal map …

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 …

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 …