Castle Game Engine: Mobile improvements: optimizations on Aarch64, texture compression fixes, GameAnalytics SDK updated

Long time ago, we had to disable optimizations with FPC on Aarch64 (64-bit Arm) as they were too unstable. But were happy to revert this 🙂 With FPC >= 3.2.2, optimizations on Aarch64 work flawlessly, and so we enable them. This affects Android, iOS and macOS Silicon targets. The optimizations will remain disabled if the …

Castle Game Engine: Open Meeting for CGE Users and Developers

I wrote this announcement a ~week ago, which feels like ancient times now. Since then, Russia attacked Ukraine. Right now bombs are falling on the heads of people in Ukraine, including people who use and develop CGE, including my friends and their families. I feel terrified, outraged and powerless — this horrible thing just happened, …

Castle Game Engine: Editor improvements: input floats like “pi/2” or “2+2”, context menu for “Output”, new start form

A small convenience when writing float values: you can input an expression, like pi, pi / 2 or 2/3 instead of typing the actual value (3.14…, 1.57…, 0.6666….). Any expression using CastleScript is allowed. This is nice e.g. for angles for which we use radians (consistent with X3D, OpenGL, many other APIs). So you have …