Castle Game Engine: Inspect your game hierarchy and logs at runtime — just press F12

I’m happy to announce a feature that may forever change how you use Castle Game Engine! Simply recompile your game with the latest engine version, press F12 and behold… a powerful tool to see your log and hierarchy of objects in the game. Watch a presentation: Yes, this looks effectively like a (very minimalistic) editor-at-runtime. …

Castle Game Engine: Various engine improvements – editing collections in editor, Tiled fix for multiple tilesets, API simplifications

Thanks to Trung Le (Kagamma), you can now use collection editors in Castle Game Engine Editor just like in Lazarus. This allows to visually edit e.g. particle effect anchors in cge-3d-particle-emitter or a TDbf.FieldDefs from castle-db-aware-controls. Thanks to Matthias (Free Pascal meets SDL), we have an important Tiled bug fixed — in case you used …

Castle Game Engine: Presentation about Castle Game Engine from DelphiCon 2021

Our presentation about Castle Game Engine from DelphiCon this week is now available to watch on YouTube! I highly advise watching this to every CGE developer — regardless of your favorite Pascal compiler/IDE. I describe the engine features, and go into a very practical session where I modify one of our templates, showing a number …