FreeGameDev Planet - Development

Also check out the games planet.

October 16, 2016



Hey everyone, it's Justin (dorkster). Clint pointed to my blog as a venue for updates in Flare engine development, yet I've fail

October 16, 2016 08:01 PM

October 13, 2016

Bullet Physics

Bullet 2.85 released : pybullet and Virtual Reality support for HTC Vive and Oculus Rift

bullet_pybullet_vrWe have been making a lot of progress in higher quality physics simulation for robotics, games and visual effects. To make our physics simulation easier to use, especially for roboticist and machine learning experts, we created Python bindings, see examples/pybullet. In addition, we added Virtual Reality support for HTC Vive and Oculus Rift using the openvr sdk. See attached youtube movie. Updated documentation will be added soon, as well as possible show-stopper bug-fixes, so the actual release tag may bump up to 2.85.x. Download the release from github here.


by admin at October 13, 2016 03:37 PM

Castle Game Engine

August & September engine development news! MUUUUU! A new example 2D game is available: "Muuu". Download...

August & September engine development news!


A new example 2D game is available: "Muuu". Download it from GitLab:

The game was created in 12 hours, for fun:) It mainly shows the usage of simple 2D drawing -- TGLImage and TSprite. The game is open-source, compiles on Android and desktops. Feel free to use it as an inspiration for your own projects:)



1. Our Android build system was upgraded to use Gradle.

- This makes it much easier to use many of our Android components (see ). In particular, using the latest version of the Google Play Services (which are a requirement of various other components) is now trivial. The Gradle build system not only automatically downloads the correct version, it also allows to split the Google Play Services into multiple smaller APIs.

- Various other components (like game_analytics and helpshift) can also be downloaded automatically using the Gradle build system. This means that you simply declare them in the CastleEngineManifest.xml, and they work!

- The new system supports also efforlessly libraries in .aar format.

2. New component that integrates Helpshift, a mobile-friendly support system (submitting issues, chat with support, FAQ) with your Android games. See .

3. Lot's of updates and improvements to Android docs.

- Heavily reworked

- New page with much better documentation and examples of the manifest file.


- CastleLog.LogTimePrefix (thanks to Eugene Loza!).
- Small TSprite improvements (FrameHorizontalMargin, FrameVerticalMargin, DrapFlipper).
- In case of errors in VRML/X3D, show line/column number.
- TCastleButton: allow multline caption, with html and custom alignment.
- TCastleFlashEffect.Image, to modulate the effect with an image.
- TCastleImage.Colors[X, Y, Z] property, TFloatRectangle.CollidesDisc, TMaterialNode.ForcePureEmissive.
- DrawPrimitive2D utility.
- Game Analytics on Android can be used to gather statictics about user purchasses.
- WritelnWarning.
- Enable using more than one <auto_generated_textures> in material_properties.xml.

October 13, 2016 01:32 AM

October 11, 2016


September 2016 recap

Septermber 2016 live session
This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

Even though live session takes only a few hours, we devote a whole month to prepare for it. Let’s have a look at live session stages in detail.

  1. Draft. Game creation for the first time.

    • test our technologies and fix major bugs;
    • discover usability issues to fix in the next development iteration;
    • list exact steps to reproduce the game later;
    • create draft version of the game assets (models, textures, sounds, scripts).

    Upon stage completion, we announce live session date and show you the game preview.
  2. Rehearsal. Game recreation.

    • make sure we have no major bugs left;
    • record the whole process of the game creation;
    • create final game assets.

    This is 99% the game we publish later.
  3. Live session. Reassembling the game live in front of you.

    • show how easy it is to create a game;
    • walk you through nuances of game creation;
    • get feedback from you;
    • answer your questions.

    We take game assets from the rehearsal and use them to quickly reassemble the game in just a few hours.
  4. Publishing. The release of our technologies’ last version, live session materials, and stand alone game.

That’s it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

by kornerr at October 11, 2016 09:13 AM