FreeGameDev Planet - Development

Also check out the games planet.

March 15, 2018

Castle Game Engine

Thoughts about X3D (our scene graph), including PBR (physically-based rendering)

Castle Game Engine is using X3D as our scene graph. This means that we have a huge number of nodes (like Transform, Shape, IndexedFaceSet) that are nicely documented in the X3D standard. And you use these nodes throughout the engine (by loading files, like X3D files, or constructing the scene using these nodes from Pascal code — see example here or (2D) here).

As our engine grows, and we get more features, I also propose some extensions to X3D, to add more features both to X3D and to Castle Game Engine. I decided to summarize them in the wiki:

Some of these proposals are already implemented in Castle Game Engine (e.g. CommonSurfaceShader, consistent RGB texture treatment, shadows). Some are planned (e.g. PBR, and binary meshes using glTF integration). All the comments are always welcome!

We also talk about these things on x3d-public mailing list, and I encourage everyone to join. If you have an opinion how X3D should look like (in the context of Castle Game Engine usage, or not!), or if you wonder how to do something using X3D — this is the list 🙂

by michalis at March 15, 2018 11:30 PM

Godot Engine

Dev snapshot: Godot 2.1.5 beta 2

One step closer to releasing 2.1.5 (our "old stable" branch) with this new beta 2 build! If you are still working with Godot 2.1 for any reason, make sure to give it a try and ensure that your projects still work as intended. If all goes well we will soon make a release candidate build and then the stable one.

March 15, 2018 09:01 AM

March 14, 2018


How to write a 2D UFO game for beginners

How to write a 2D UFO game using the Orx Portable Game Engine is a new 5-part tutorial series designed to help beginners set up an Orx project and create a simple 2D game.

It is being hosted by our friends at

Part one is:

by Wayne Johnson ( at March 14, 2018 10:15 AM

March 12, 2018


[website] Major bug fixed in Rapid / streamer.cgi

some stupid bug was fixed in streamer.cgi which is used at server side when games are downloaded via rapid.

streamer.cgi did not close the file handles used for reading files from the rapid pool. This made it send invalid data after more than 1024 files where opened. As streamer.cgi is closed after each transfer this resource leak was difficult to find.

So to download a game with more than 1024 files in the rapid pool needed multiple tries to succeed as a download usually was aborted by the client when it failed with corrupted data. Some older clients even didn't notice the corruption.

Basically only new players hit this bug because updates via rapid requires to download only the changed files which usually are less than 1024 files.

All rapid clients were affected by this bug.

Thanks go to the persistent bug reporters! :-)

by abma at March 12, 2018 06:31 PM

March 10, 2018

Castle Game Engine

New server, new fixes and new (small) features

  1. Our website has moved: It is now on . Our own server (in Los Angeles), our own domain. This makes our website independent from SourceForge. And it opens the door for some cool new features (online 3D models converter, screenshot generator, notifications from WordPress).

The website on SourceForge continues to work, but it now simply redirects to .

Our most important downloads (engine, view3dscene) have also moved, to be independent from SourceForge. They are now hosted on GitHub. This makes downloading smoother (no more SourceForge “download redirect” page). BTW, did you know we have a permanent link to the latest CGE download:

  • Important fixes:

    • Mouse look handling on Windows 10 has been fixed.

    • Fix for Windows Intel GPUs version <= 8: use fixed-function pipeline.

  • Small new features:

  • I have some more cool news to share, stay tuned! 🙂

    by michalis at March 10, 2018 07:13 PM