Note that I sent a sneak preview of this news using Patreon Quip earlier this week. I plan to experiment with Quips more in the future. The quips are visible to everyone, you can install the Patreon mobile app to get notifications about them, or just view the Patreon page with Quips. Of course, I Continue reading ➤
We support now visible field on various X3D nodes: Inline node. This is when looking at the graph from Pascal. and on all X3DGroupingNode descendants, including Transform and Group. These are , , in Pascal. We also support very similar glTF extension KHR_node_visibility. The logic of this glTF extension directly maps to X3D visible field. Continue reading ➤
Rendering to texture (FBO, our ) works now on the web. This enables a few features on the web: Water, with reflections and waves, visible in the terrain demo (source code in examples/terrain/) is correct now on the web. Screen (Post-Processing) Effects work on the web now. screen_effects_demo demo (source code in examples/screen_effects_demo/). Model viewer Continue reading ➤
Our downloads for Windows include now all the executables code-signed, which means that they are trusted and running the engine will raise fewer alarms from various Windows protection tools. In particular, Smart App Control (mentioned also in past news) will no longer block us, randomly preventing you from running compilers or your applications. This applies Continue reading ➤
We improved how our engine tools (build tool and editor) call Delphi. These improvements take us closer to making our engine compatible with Delphi for Android, iOS and macOS and improve how you can build with Delphi from shell (e.g. from Continuous Integration workflows) for all platforms. First of all, our build tool, when using Continue reading ➤
I gave Claude a long-running task: Review every file of Castle Game Engine. The process found 11 real bugs (something was indeed a bug in the engine, and it could be a bug in real-life applications using the engine) which we promptly fixed. So I m happy:) See the Detailed Stats section at the end for Continue reading ➤
We refactored our process running code (when one application wants to run another). This is used throughout our tools (build tool, editor) but we also have uses for it in the engine itself. Refactoring this into a nice unit gives us more possibilities, for now and for the future:) The code is now in a Continue reading ➤
We have a new example: Music Player, a simple application that allows to play a chosen audio track with UI similar to typical mobile music/audiobook players. This example has a nice backstory: For Mother s Day (which is 26th May in Poland) my daughter and I made a gift for The Wife: a private application (Android Continue reading ➤
Shaders on web fixes: Our shaders on the web platform can render now all our effects: Bump mapping (normal maps). As shown by demos: bump_mapping (source code). creature_behaviors (source code). third_person_navigation (source code). game_3d_sound (source code). ClipPlane X3D node, useful to clip part of 3D/2D content when rendering. The node can be instantiated using Pascal Continue reading ➤
We have implemented audio playback on the web. Underneath we use WebAudio API but you don t really need to know anything about it just use Castle Game Engine sound API and components and everything will work on the web. Try these examples (links below lead to ready builds they should work out-of-the-box in Continue reading ➤