Castle Game Engine: New TCastleTransformReference class, to efficiently reference another TCastleTransform within the same viewport I implemented to reference another within the same viewport. This is an efficient way to use the same multiple times, which is great for memory and speed. Consider using this when you need a lot of copies of something, e.g. lots of trees or grass patches. All the instances share the same state with the … Continue reading ➤ Continue Reading →
Castle Game Engine: Big improvements to Android documentation and building If you haven’t yet compiled any application for Android, now is the best time! First of all, our documentation how to setup Android tools and build your first Android application is now much shorter and easier to follow. It properly documents now: The easiest approach to installing Android SDK. I removed a lot of outdated … Continue reading ➤ Continue Reading →
Flare: Flare 1.13 Release Candidate 2 The second release candidate for Flare 1.13 is now available. For a list of changes since the previous release candidate, see the release notes. Submissions for translation updates are still open until Jan 30. See the Translations page on the Continue Reading →
Rust GameDev: This Month in Rust GameDev #29 – December 2021 Welcome to the 29th issue of the Rust GameDev Workgroup’s monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem… Continue Reading →
ETL Special Delivery It’s time for a release of a new ET:Legacy map overhaul! After a test period with the ET:Legacy Competitive discord, the time has come for a public release of ETL Special Delivery! Originally created by Apple and GW, with the Tourname… Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.0-beta9 A non-production release for development and testing, which will hopefully lead to a “stable” release. Noteworthy changes relative to 3.5.0-beta7: Bugs and defects addressed: inaccurate mouse positions on non-Apple systems (issue #1745, PR #1746) Continue Reading →
jMonkeyEngine: jMonkeyEngine 3.5.0-beta7 A non-production release for development and testing, which will hopefully lead to a “stable” release. Noteworthy changes relative to 3.5.0-beta6: Bugs and defects addressed: inaccurate mouse positions on non-Apple systems with HiDPI (issue #1745, c… Continue Reading →
Castle Game Engine: Oculus Quest 2: Developer Mode for Castle Game Engine enabled! With huge thanks to Rick Lentz, I now have Oculus Quest 2 at my disposal! Which means that we’re absolutely going to port Castle Game Engine, with all games and tools (like view3dscene) to it, as our first VR device. Don’t ask me yet about the timeline 🙂 I’m after a quick 1 hour fun, … Continue reading ➤ Continue Reading →
Castle Game Engine: Big documentation update – new manual, with tutorial, about using viewports and scenes (from editor and from code) Our documentation about viewports and scenes (one of the most important concepts in Castle Game Engine) got a big update! I wrote new pages documenting how to use the editor to setup 3D and 2D worlds, and how to use Pascal API with latest features and best practices. This is a “must read” for everyone … Continue reading ➤ Continue Reading →