Castle Game Engine: Easy shadows (in editor, at design-time, too) by shadow volumes (and shadow maps are coming as well)

You can now activate shadows by shadow volumes by toggling a trivial boolean property Shadows at the light source to true! This works (also) in editor at design-time. This makes the shadow volumes we have documented here easily available, finally. No more messing around with X3D lights nodes. A simple demo is in examples/viewport_and_scenes/shadows. We …

Castle Game Engine: Zillion of usability issues in editor addressed – default tool more obvious, no hierarchy reloading, group editing better

OK, not really a zillion 🙂 But I seriously addressed a few important issues with editor usability and I think these improvements have a big impact. Some important things are now more intuitive for beginners, some behave better for larger projects. As usual, I encourage you to try the improvements immediately by downloading the latest …