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 …

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 …