Castle Game Engine: TCastleWindow.SceneManager: removal of a deprecated property soon

As we extend the engine, we sometimes have to deprecate some old features, that were not very useful, and sometimes prevented the engine API from being flexible and easy to understand. One of these things was TCastleSceneManager class (renamed to TCastleViewport since 2 years), with its single “central” instance in TCastleWindow.SceneManager or TCastleControl.SceneManager. In a …

Castle Game Engine: Better ASTC texture compression tooling and formats

Thanks to Eugene Loza we have an improved pipeline for compressing textures using ASTC (useful on modern Android and iOS versions). See Auto-generated compressed and scaled textures about GPU texture compression in general. Now: We can use astcenc tool and the .astc file format it generates for ASTC textures. See PR #321 for details. We …

Castle Game Engine: Drag-and-drop in editor hierarchy improved

Thanks to PR #354 by Andrzej Kilijański dragging-and-dropping items in the editor is now better: We do not reload hierarchy. This is esp. important when editing larger hierarchy of UI / transformations. We keep the selection. Also occasional Access Violation when doing drag-and-drop on hierarchy on Windows is fixed. See the issue #353. Please support …

Castle Game Engine: Integration with Vampyre Imaging Library, new example image_display to test image loading speed and format support

We now can use Vampyre Imaging Library to load and save images in various formats. After some testing, I’m very impressed with how easy it is to use Vampyre, and we are already: Using it with Delphi by default (no need to do anything). Vampyre source code is bundled with CGE, so you don’t need …