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  • Castle Game Engine 6.4 release – physics, iOS services...

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  • Castle Game Engine 6.4 release – physics, iOS services...

    by
    michalis
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    Published on 27-01-2018 05:54 AM
    3 Comments Comments
    We’re proud to announce Castle Game Engine 6.4 release! Castle Game Engine is a free, open-source game engine written in Object Pascal. We support both 3D and 2D games. We are cross-platform (desktop, Android, iOS — with the help of our own build tool and scalable user-interface components). The complete list of the engine features is here, so go ahead and download it and try!

    New features in 6.4 release:


    • Rigid-body physics, internally using wonderful Kraft Physics Engine by Benjamin “BeRo” Rosseaux.
    • iOS services: Apple Game Center, in-app purchases, Google Analytics, Game Analytics, Facebook SDK, sharing photos...
    • Improvements to terrain generation, and new "Wyrd Forest" game demo sponsored by Patreon supporters showing terrain editing, planting trees, and destructible objects
    • Jan Adamec is working on a mobile view3dscene - a viewer for X3D, VRML, and all the other formats supported by Castle Game Engine (Collada, 3DS, MD3, STL, Spine JSON...) for Android and iOS
    • Shader pipeline rendering much improved, you can now have Phong shading, bump mapping, steep parallax bump mapping with self-shadowing, specular maps and more on mobile. And on desktop, we use "pure" shader pipeline now by default, not mixed with old fixed-function bits.
    • New TCastleTransform class to transform scenes.
    • New modern API for vectors and matrices.
    • Other new things supported: "Dragon Bones" for creating animated 2D models, https protocol, KTX texture format
    • Other API improvements: Generics.Collections containers, camera API simplifications, drawing ellipses, rectangles lines on TCastleImage (thanks to Eugene Loza!), and more.


    The above list was supposed to be only a summary For a really full list of new things see the news post.

    Together with the new engine, we also release view3dscene 3.18.0 -- our 3D and 2D model browser, and glViewImage 1.8.0 -- our image browser. These tools are useful when working with the engine (to quickly check how does the engine handle given model or image), but are also perfectly useful on their own, to view or even post-process your files.

    At this moment, I also want to ask you to support the engine development on Patreon. This support really helps me, and is very appreciated. Various 6.4 features (like physics integration!) would not happen without this.

    If you have not yet seen my plans for 2018, read them here -- I have a plan that should make our engine the best engine ever. In short: editor component (to get standalone editor, like Unity3d, and to get editing inside Lazarus/Delphi, like GLScene, and to get runtime inspection/editing of the game world), Delphi compatibility, glTF and PBR, and looking closely at WebAssembly and pas2js.

    Comments 3 Comments
    1. SilverWarior's Avatar
      SilverWarior - 27-01-2018, 04:44 PM
      • Reply
      WOW! This is really becoming an awesome game engine.
      Keep up the great work guys.

      And now my shout to PGD community:
      I have seen a few threads here on PGD mentioning that some members managed to integrate Steam API into their games. So I'm asking all of those PGD members to get in touch with Castle Game Engine and help them implement Steam API support directly into Castle Game Engine as this would greatly increase the value of Castle Game Engine and therefore encourage even more people into using it.
    1. Ñuño Martínez's Avatar
      Ñuño Martínez - 30-01-2018, 10:42 AM
      • Reply
      Keep up the good job!

      And about the Steam thing:
      Despite it should be in a different forum thread () I think Steam API should be an independent project.
    1. SilverWarior's Avatar
      SilverWarior - 30-01-2018, 04:47 PM
      • Reply
      Quote Originally Posted by Ñuño Martínez View Post
      I think Steam API should be an independent project.
      I'm no expert on Steam API but if I'm not mistaken Stream API has certain requirements of how graphical engine is initialized in relation to Steam API in order for it to fully work. Therefore I'm not sure if it is even possible to make it as a standalone project which would work with all game or graphical engines out there. Well not at least without making certain changes to that game/graphical engine. Do correct me if I'm wrong.

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