FreeGameDev Planet - Development

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September 18, 2017

Godot Engine

Patreon: First goal achieved!

A little bit over a month ago we launched a Patreon campaign to improve our funding. The first goal, which is allowing our lead developer Juan Linietsky to work full time on the project, has been just met, which is amazing!! Thanks to everyone who helped and contributed!

September 18, 2017 07:19 AM

September 15, 2017


[website] lobby server update / preparation of moderation changes

a few minutes ago the lobby server was updated to the current version. This was tried already a several times before but was always reverted because fatal bugs were found. The main reason for the update is that we want to improve moderation at the lobbyserver including autohosts.

the update looks atm like it "works" but this needs some time and feedback.

If you notice issues or problems because of the update, please report to the bugtracker!

For details of the changes, see the git commit log.


by abma at September 15, 2017 03:21 AM

September 13, 2017

Castle Game Engine

Castle Game Engine 2D physics using Kraft

Castle Game Engine 2D physics demonstration. A quick 2D game where a plane is using spheres to shoot the boxes 🙂 The physics is done using the fantastic Kraft Physics Engine!

The code to do this is 100% open-source, you can view it on GitHub here: physics_2d_game_sopwith (the main code is in “game.pas” unit).

Also, we now have a manual page describing how to use physics in Castle Game Engine.

This work was sponsored by Castle Game Engine supporters on Patreon. If you want to help in the engine development, please support me on Patreon! Thank you!

by michalis at September 13, 2017 07:34 AM

September 12, 2017

Castle Game Engine

Castle Game Engine physics – Mesh Collider

More progress integrating Castle Game Engine with Kraft Physics Engine!

  1. New physics classes (TRigidBody, TCollider and descendants) are now part of the Castle Game Engine core.

    To use this yourself, see the T3DTransform.RigidBody property, and the TRigidBody and TCollider descendants documentation.

    The example code on should also help 🙂

  2. We have mesh collider, to perform collisions with a scene mesh.

    The mesh collider was beautifully trivial to implement. I honestly didn’t expect it to be so easy to code. Lots of kudos go to Benjamin ‘BeRo’ Rosseaux for creating the wonderful Kraft Physics Engine!

This was implemented thanks to the supporters of Castle Game Engine on Patreon. If you like what I do, please support Castle Game Engine on Patreon!

by michalis at September 12, 2017 05:15 AM