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January 16, 2018

Castle Game Engine

New release this weekend, last pre-release notes

We’re ready for the next Castle Game Engine 6.4 release. This weekend (Friday / Saturday), I’ll announce and upload everything 🙂

In the meantime, here’s a list of engine improvements we did in January:

  1. Drawing ellipses (and circles), rectangles, lines on TCastleImage thanks to Eugene Loza.

  2. Photo service on iOS and Android, thanks to Jan Adamec.

  3. DXF exporter application, thanks to @rweinzierl on our Discord.

  4. Many improvements to the engine examples:

    • rift (fixed_camera_game) example was completely reimplemented. It now uses TUIState, has muuuch simpler code, and is portable to mobile (Android, iOS).
    • Terrain example reimplemented, has now much more functions (like adjusting shader parameters) and better defaults (some taken from wyrd-forest), and is portable to mobile too (Android, iOS).
    • Various fps_game improvements for Android.
    • sandbox (now just “isometric_game”) code improved (although it still uses a very simple approach to rendering) and it can compile to mobile (although input still relies on a keyboard).
  5. Sound buffer improvements and fixes: TSoundBuffer is a class now (although it should be invisible to you, as it’s automatically managed by the sound engine). And it correctly “survives” if the application was paused / resumed on Android. So you can safely do Buffer := SoundEngine.LoadBuffer(‘sound.wav’) in Application.OnInitialize and then play this buffer at any time later.

  6. Easier way to adjust ApplicationName: just set ApplicationProperties.ApplicationName.

  7. New Viewpoint.fieldOfViewForceVertical field.

  8. New property Attributes.SolidColor to make Attributes.Mode = rmSolidColor reliable with the shader pipeline.

  9. The assets:/ protocol is deprecated, better use now castle-android-assets:/. Read more about the protocols supported here, and reasons for name change are listed here. This should be internal (invisible during normal engine usage), as cross-platform applications should never explicitly use this protocol.

by michalis at January 16, 2018 05:34 PM

January 14, 2018

Godot Engine

Dev snapshot: Godot 3.0 RC 1

Things have sped up a lot in the Godot development team since the beginning of 2018, to be able to finalize 3.0 and release it in January. The release freeze has been announced, meaning that enhancements and non-critical bug fixes are no longer being merged, to ensure that the master branch can stabilize and eventually be ready for the final release. This means of course that many known issues won't be fixed for 3.0, but will have to wait for 3.1 or for the maintenance 3.0.x releases which should start arriving in February.

January 14, 2018 05:36 PM

January 10, 2018

Godot Engine

GodotCon 2018: Venue and Call for Proposals

Our GodotCon 2018 is approaching and will take place at Ludus Académie in Brussels on February 5 & 6. It's your last chance to register if you want to attend the event, and it's now also the time for all participants to think about talks, workshops or other activities that they would like to have during GodotCon, and then send us their proposals.

January 10, 2018 03:02 PM

January 09, 2018

Orx

Saving Game information to a File

Games often need to save back to disk. You might need to save player information, map positions, scores etc. Because Orx is data driven, it is naturally easy to save this information to a file on disk for retrieval later.

This is covered in the new Save Game Tutorial.

by Wayne Johnson (sausage@zeta.org.au) at January 09, 2018 09:07 PM