Castle Game Engine: PasDoc new feature: PHP output, useful for Castle Game Engine documentation to improve our API links Following my recent post, I am working intensively on CGE documentation updates. PasDoc is a Pascal documentation generator, used by Castle Game Engine and many other projects. As it happens, I (Michalis) am also the developer of PasDoc now 🙂 To make it easier to develop a certain macro on CGE website, I have added … Continue reading ➤ Continue Reading →
Panda3D: SDK 1.10.11 Release A happy new year to all! We’d like to kick this year off with a fresh new release of Panda3D. This is another maintenance release containing bug fixes and minor improvements. A full list of changes is included below. Since… Continue Reading →
rg3d 0.24 Feature Highlights I’m happy to announce that rg3d 0.24 has been released! This release has major improvements in 2D support, physics, user interface, performance, resource system, book, etc. Let’s briefly go over the most significant changes and improvements. Continue Reading →
Castle Game Engine: Summary of 2021, plans for 2022! I hope you enjoyed the packed series of Castle Game Engine news last week. It’s time for the first news in 2022: summary of 2021 and plans for 2022! Before we start, I want to thank everyone who contributed to the engine in 2021. Together, we work on making a great open-source game engine. I … Continue reading ➤ Continue Reading →
Castle Game Engine: Many documentation upgrades, using AsciiDoctor as our primary way to write documentation, Michalis thoughts and plans about our documentation Documentation upgrades done lately Lots of documentation (in particular from wiki) was reworked, simplified, updated, consolidated with other pages… See in particular: Build Tool CastleEngineManifest.xml – Syntax and Examples Android Services (each particular service now has a dedicated documentation page) iOS Services (each particular service now has a dedicated documentation page) glTF Sprite sheets Coding … Continue reading ➤ Continue Reading →
Castle Game Engine: Double-clicking on Pascal files in CGE editor, to open them in Lazarus, reliably opens them in proper project Thanks to the related Lazarus issue being fixed by Juha Manninen, our editor can now open Pascal files in the proper Lazarus project reliably if you use Lazarus >= 2.2. We also query Lazarus version, to activate new behavior only for new Lazarus…. Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.0-beta5 A non-production release for development and testing, which will hopefully lead to a “stable” release. Noteworthy changes relative to 3.5.0-beta4: Bugs and defects addressed: SimpleApplication.stop(true) causes deadlock (issue #1721, PR #1722) Chase… Continue Reading →
Castle Game Engine: New release of glplotter: use latest CGE, draw using Draw2DPrimitive, allow to switch light/dark mode I have just released a new version of glplotter, a small utility implemented using Castle Game Engine to draw graphs. Graphs can be defined using an intuitive mathematical expression syntax (thanks to Castle Script). Multiple graphs are visible at the same time, and you can inspect the function graphs by moving, zooming, toggling various grids … Continue reading ➤ Continue Reading →
Castle Game Engine: Experimental feature: freely rearrange and dock/undock editor windows With many thanks to Trung Le (Kagamma), we have a new experimental way to manage editor windows. You can freely rearrange them within the main form, you can rearrange them in tabs, you can also detach them from the main form. This is great to spread the editor windows across multiple monitors too, to e.g. … Continue reading ➤ Continue Reading →