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Screen Space Reflections effect, enhancements to GLSL API for effects
With many thanks to Kagamma (Trung Le), we now support screen-space reflections in Castle Game Engine! It is a cool technique that generates reflections completely in screen-space, using color and depth buffer information to look for the reflected color.

It is trivially easy to use, just toggle TCastleViewport

Render options configurable in editor
You can now configure RenderOptions of every TCastleScene. Simply access it like MyScene.RenderOptions.OcclusionQuery := true. It is available also in the editor, as you can see on the screenshots :) All the features are documented in TCastleRenderOptions class, in particular you can:

Configure lighting, textures

Configure blending, blending equations and s

Editor improvements: undo, context menu on hierarchy, shell list, clear warnings…
With great thanks to Eugene Loza, we now have a working Undo system for Castle Game Engine Editor!

You can undo / redo any action.
The undo / redo menu items shows the previous/next operation description.
History is trimmed smartly based on approximate size

“Escape from the Universe” has been released in Japan for Nintendo Switch
Escape from the Universe is now available in Japan for Nintendo Switch!

This is a Japanese version of our English (for America and Europe) version released some time ago.

As some of you know, I'm wearing two hats — I'm the author of Castle Game Engine and I'm the CTO of Cat-astrophe Games, an indie

Various engine improvements: lift lights limit, test simultaneous animations, fix changing TLevel.Player, SaveScreenRgba…
Here goes an unorganized list of engine features and fixes done lately :) Enjoy, and see if you can find something for yourself in this menu :)

You can now increase the number of allowed lights per sha

Improvements to creatures and items from resource.xml (weapon reloading, automatic pool…), updated resource_animations and fps_game examples
A number of improvements and fixes to creatures and items defined by resource.xml were done. Also, our example animations/resource_animations was completely redone, and example fps_game now has a proper gun for shooting :)

Updated online conversion tool to X3D (from glTF, Spine, Collada, others)
Our online conversion tool was updated to include all the latest improvements done in Castle Game Engine in the last months.

In particular, you can now use it to convert glTF 2.0 files to X3D (in classic or XML encoding) and the output will automatically use X3D PhysicalMaterial nodes to express glTF PBR m

Andrzej Kilijański joins the development of Castle Game Engine
I want to announce, with great excitement, that Andrzej Kilijański joined the development of Castle Game Engine as his part-time job since this October!

You already know Andrzej (and3md on Discord) :) He wrote a number of articles about CGE, and provided many PRs focusing on physics (like settings, triggers, OnCollisionEn

Attach objects to (animated) bones, like weapon in character’s hand, by ExposeTransforms
You can now easily attach objects to (animated) bones in your models, e.g. to attach a weapon to animated character's hand.

This is performed by setting the TCastleSceneCore.ExposeTransforms property. It allows to "expose" transform nodes within a TCastleScene. Transform nod

Upcoming talks about Castle Game Engine at conferences!
On 9-13 November the Web3D 2020 conference will be held. This year, it is online and completely free! I recommend this event for people interested in the X3D standard, which is an important building block of our engine.

I will have a short talk (20 minutes) about view3dscene capabilities, esp. in regards to new X3Dv4 features there.

GameFromScratch review of Castle Game Engine
Castle Game Engine was reviewed by GameFromScratch! Watch the video below :)

My first reactions:

I'm extremely happy that a number of good things about the engine (in particular editor, documentation, recent CGE for Unity page, support for many platforms and formats) were pointed out. The 12-minute video is packed with information, and most of it

New Patreon rewards and goals since October, including plans for: training videos, conference+gamejam, Occulus port
First of all, big thank you to everyone who already supports the engine on Patreon. If you like what we're doing, please support us!

This announcement took a long time to write. I want to change our Patreon rewards and goal

CGE overview for Unity developers, example of anisotropic filtering
Inspired by some questions on our Discord, I wrote a page Castle Game Engine for Unity developers. This documents how various concepts from Unity "map" to Castle Game Engine. It may provide an easy start for people already familiar e.g. with Unity.

I would encourage everyone (whether coming from Unity or not)

Presentation about View3dScene and Castle Game Engine
At the beginning of August, I made a presentation about View3dScene and Castle Game Engine, for Web3D webinar about X3D Browsers. The presentation is now publicly available:

Enjoy :) I focus in the presentation on View3dscene features, which you get just by opening some X3D and glTF files, no coding (or knowledge of CGE API in Pascal) req

Editor improvements: F1 to open property documentation, selecting TCastleTransform, recent projects improvements
To focus on Castle Game Engine 7.0 release, I want to finish some important editor features.

Press F1 to open a WWW browser with the API reference of the selected property (when object inspector is focused) or at least selec

Asynchronous HTTP(S) downloading on Android
Our TCastleDownload class, for asynchronous downloading now rocks under Android. You can test it with e.g.

examples/network/asynchronous_download (demo doing 3 simultaneous downloads)

examples/network/remote_logging (demo sending logs to remote server using HTTP POST)

The screenshots in this post are from a real Android device:)

X3D specification 4.0 draft, with Physically-Based Rendering materials supported by Castle Game Engine
Our engine uses X3D nodes to express everything that is rendered in 2D or 3D inside TCastleScene.

That is why, as I announced previously, I was working on X3D specification to incorporate some modern rendering features in X3D 4.0, in particular

Various improvements: project caption in editor, castle_indy package, CThreads, etc.
Various important improvements done lately in Castle Game Engine:

You can set project caption when creating a new project in CGE editor.

Our CastleClientServer unit (for TCP/IP networking) has been moved to a new Lazarus package castle_indy that depends on indylaz package. This

Weighted mesh (skinned mesh animation) in Spine
We add support for a major Spine's feature: weighted mesh. Spine is a great 2D animation software, and this feature allows to have use it for skinned animation. It was implemented by Trung Le (Kagamma) — thousand thanks!

See the demo movie:

The sample files are part of our demo models. Simply get this repository, and explore examples in spine/weighted

Pas2js with generics rocks (and makes Castle Game Engine for WebGL possible)
pas2js can translate modern Object Pascal to JavaScript, making it possible to run Pascal code in a WWW browser. In the past, pas2js didn't support generics, which made porting CGE to it troublesome, as we use generics a lot.

This weekend I tested recent pas2js support for generics, in particular

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