Castle Game Engine: Example component_gallery: 12 pages showcasing user interface components, new example transform_primitives: showcasing primitives in viewport

I advise every CGE developer to run these 2 new examples today! πŸ™‚ examples/component_gallery is a 12-page demo of possibilities of user interface components in CGE. Run the demo, and browse the pages to see what is possible. Then explore the demo in the editor (open designs data/page_xxx.castle-user-interface) to see how you can do this. …

Castle Game Engine: TCastleImageTransform – best way now to place image inside a TCastleViewport

We have a new component , which is now the most advised way to place simple image inside a viewport. This is great for static backgrounds in games, backgrounds that move with player, static pieces of 2D levels etc. So we now have 2 advised (simple, available in editor, full-featured) ways to handle images: (if …

Castle Game Engine: More integration with Vampyre Imaging Library, used by default with both FPC and Delphi

We’re moving further with Vampyre Imaging Library integration, to have more features related to image loading and at the same time less code to maintain in Castle Game Engine. We now use Vampyre always, by default, with both FPC and Delphi. This makes our code simpler and more consistent. Note: our castle_base.lpk depends on Vampyre …