First of all, thanks for all the comments!

As for the "write games, not engines" --- of course, I 100% agree. Even though I just announced a release of my engine The playable games are where the fun is, and the engine would not be created if I wasn't dreaming about actually using it for a lot of my future games.

I started creating the engine basically because there were no good 3D engines (at the time) that did what I wanted (including using standardized 3D-modeller-agnostic format like VRML/X3D, and being friendly to FPC/Lazarus, and 100% portable and tested on OSes other than Windows, and open-source, ...).

I'm quite confident that my engine has the features that I need, as I was targetting what I will need in my planned games. The old "The Castle" game is also fully ported to new 4.0.0 version, as one way to proove that the engine is 100% ready for making actual games, not just a technological demo. Other demos in engine examples, like the fixed-camera and isometric demos, hopefully show that the engine is modular --- you can use the engine components for other games than just "normal" 3D FPS-like games. And of course I hope it will be useful for others, and of course others are welcome to extend it and contribute

I hope to release a game (working title "Three Servants") this year, in fact most of 2013 will hopefully be spent on making this game. The game will be open-source, I hope to get some funds by crowd-funding (on kickstarted or similar pages) for this game and/or development of some engine features. So, I share the desire to actually have a new playable (and great) game showcasing this engine.


Quote Originally Posted by Cybermonkey View Post
Just to lead discussion back to the Castle Game Engine: is it possible to use Newton Dynamics? Or has anyone tried to use it with this engine?
Not yet. Integration with physics is planned, but not yet done (aside from our own collisions and gravity system, but these do not really deserve the name "physics simulation"). I plan to integrate with Bullet (as it became a very capable physics engine in recent years, with both rigid and soft body, and optional OpenCL, and Android compatibility, an a lot of (large and small) names using it).

Contributions to this are very welcome (for Bullet or other physics engine of your choice, like Newton).

You should be able integrate the Castle Game Engine with any physics engine without modifying our source code --- just pass appropriate objects to physics engine, and apply back the transformations. Care has been taken that all transformations can dynamically change without any loss of speed. For more involved tasks, some integration may be necessary, but as I said: I welcome contributions here

In another news: Castle Game Engine 4.0.1 was just released. This is a minor release that adds some fixes/improvements around font-related units and examples, like the CastleGLWindowsFonts unit.