Quote Originally Posted by Cybermonkey View Post
I have a problem, though. It's not possible to switch into or start any game in fullscreen on Linux Mint 16 Cinnamon. All examples work fine in windowed mode. I had to change the FPS example to windowed mode for working correctly.
Hm, I'll have to look into it. Possibly it's something specific to Cinammon. Fullscreen works fine on Debian and Ubuntu, with Gnome 3, Unity, Mate, Xfce, KDE desktops... If you compile the examples as usual (using provided sh scripts or Lazarus project files) then we use GTK_2 backend, and fullscreen is done using gtk_window_fullscreen procedure, so it should definitely work (many other programs use it too, e.g. Firefox on pressing F11).

In the meantime, you can try compiling for Linux with -dCASTLE_WINDOW_XLIB. It will initialize the window (including fullscreen) using a different backend, based on pure Xlib.

Are there any tutorials about the 2D part of the engine?
http://castle-engine.sourceforge.net...d_controls.php contains examples and short overview. It also has links to API docs for the important parts, like TGLImage class and CastleControls unit. The fps_game.lpr source code also contains simple examples. Some other examples also use 2D controls for their UI (TCastleOnScreenMenu is used by examples/terrain/ , some simple ones are also in examples/2d/ and examples/lazarus/model_3d_with_2d_controls/ ).

Please ask if you have any questions, and then we will extend the documentation/tutorial