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Castle Game Engine

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Incredible procedurally generated 3D labyrinth --- in "Mazer" by Eugene Loza: https://www.youtube.com/watch?v=PvqhzvSNByU !

This is the latest gameplay trailer with library tilesets. Longer video on https://www.youtube.com/watch?v=_B_LD6OP9U8 , and more information on forum https://sourceforge.net/p/castle-engine/discussion/general/thread/226cf185/ .

Great work!

Using Castle Game Engine:)
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Coming SOON in the next Castle Game Engine ( http://castle-engine.sourceforge.net/ ) release: integration with an incredible number of services on Android! Games (achievements, leaderboards), in-app purchases, ads, sound, vibrations, analytics and more! See https://github.com/castle-engine/castle-engine/wiki/Android-Project-Components-Integrated-with-Castle-Game-Engine . Everything available in engine SVN/GIT already.
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More annoucements about the Castle Game Engine improvements! This is the third (and last --- for this weekend!) batch of annoucements:)

1. SOUND ON ANDROID.

   Precompiled OpenAL for Android is available in SVN external_libraries. It is automaticaly added to the apk by the build tool. For now, you still need to use android_project in CastleEngineManifest.xml, and provide custom Java activity code that calls System.loadLibrary("openal") inside. See this thread: https://sourceforge.net/p/castle-engine/discussion/general/thread/6c8f789f/ .

2. USER PREFERENCES (CONFIG): UserConfig and ApplicationConfig now work 100% on Android too. See the tutorial (for engine SVN version) http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/docs/tutorial_user_prefs.html .

3. SPINE (2D SKELETAL ANIMATIONS): Warn about timelines with only 1 keyframe, use region path, fix NaN values in some cases.

4. IMAGES: TCastleImage.DrawFrom and DrawTo methods implemented for all formats, TDrawMode precisely documented, new TGLImage.DrawFlipped method, TGLImage warns when freed too late.

5. OTHER:

- Removed all "code breaker" classes. They were using exceptions for control flow, causing confusion for developers seeing exceptions in Lazarus.

- New example 3d_rendering_processing/combine_multiple_x3d_into_one.lpr, along with updated http://castle-engine.sourceforge.net/tutorial_transformation_hierarchy.php , explaining an important optimization when your 3D world in combined from many small 3D files.

- Some temporary workarounds for FPC 3.1.1 bugs. Our engine should compile and work even with experimental FPC versions!:)

- And numerous other bugfixes and small API improvements:)

#android #gamedev
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This weekend, we're proud to announce a lot of improvements to the Castle Game Engine ( http://castle-engine.sourceforge.net/engine.php ) --- around user interface and Android and tools and images and fonts... and more! I want our engine to be the best game engine for cross-platform game development (for mobile and standalone games), and it's really becoming a reality!:)

Here are the news (part one of three! More to come tommorrow and the day after tomorrow):

1. User interface improvements:

- Hierarchy of 2D controls. Each TUIControl has children (see Controls and ControlsCount properties, use methods like InsertFront / InsertBack to operate on them).

- Automatic anchors. Use HasHorizontalAnchor, HorizontalAnchor, HorizontalAnchorDelta properties, and analogous for vertical, to declare an anchor. The Anchor() method is an easy shortcut to set anchors by code.

- Automatic scaling of all UI controls. Activated using Container.UIScaling, may use reference sizes or explicit scaling factor.

- See examples/2d/controls_demo.lpr in the engine source code for a demo of some of these changes.

- New TCastleInspectorControl to inspect the hierarchy of UI under mouse. Useful to debug UI positions and sizes. In the future, it may become the basis of our UI editor.

- Sliders (integer, float) in CastleControls.

- TCastleImageControl allows Color tint.

- Large compatibility-breaking refactor of TCastleOnScreenMenu. It no longer manages the "accessory" list, or even string list, it completely depends now on TUIControl hierarchy to add items inside, and add accessiories to items.

- Every TUIControl now has a Left/Bottom/Rect properties. This avoids useless complications.

2. Fonts improvements:

- TCustomizedFont, to use underlying font but with different properties.

- TUIControlFont.FontSize.

- TCastleFont is now a TComponent, to you can e.g. observe when it's freed by FreeNotification.

- TUIControlFont.SmallFont.

- OutlineHighQuality, to let you choose between max quality and max speed.

- Fix glyph size and position when extremely scaled.

#android #gamedev
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Castle Game Engine

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In the background, you can see Emacs with the Castle Game Engine standard log:)
 
Nearly a year ago, a first prototype of the Dragon Squash gameplay was born!
See the current game here:
1. original comic-like graphics: https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.darkdragon .
2. new graphics: https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.dragonsquash,
#nostalgia #WeWereYoungIn2015 .


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We have some BIG news about the Castle Game Engine for 2016!

+Michalis Kamburelis (the main author of Castle Game Engine), together with a friend +Paweł Wojciechowicz (an excellent graphic artist), is forming an indie game studio Cat-astrophe Games ( http://cat-astrophe-games.com/ ). We want to make some truly exciting games with our skills!

All the games we make use Castle Game Engine. All the engine improvements we develop will of course be released open-source, as part of the Castle Game Engine. (In fact, this is already happening, with many UI and Android features that we originally developed for our own games.) Check out our games on https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.dragonsquash , https://play.google.com/store/apps/developer?id=Cat-astrophe+Games .

The bottom line is, I'm finally going realize my dream in 2016:) We're going to make fantastic games, games we envisioned and like, and we're going to use my Castle Game Engine for it. This is going to be my main, regular job in 2016, so I expect productivity to skyrocket!, and with it --- the engine too:)
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Great news and much strength for 2016! :-)
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Castle Game Engine

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Coming SOON in the next Castle Game Engine release: integration with an incredible number of services on Android! Games (achievements, leaderboards), in-app purchases, ads, sound, vibrations, analytics and more! See https://github.com/castle-engine/castle-engine/wiki/Android-Project-Components-Integrated-with-Castle-Game-Engine . Everything available in engine SVN/GIT already.
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Castle Game Engine

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Balancing gameplay with AWESOME MATH:) Catmull-Rom splines, general Hermite splines and Hermite tense splines are implemented in Castle Game Engine now, and used to balance Dragon Squash gameplay! See SVN docs on http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/docs/castle_script.html#section_functions_curves .

Other new features of Castle Game Engine implemented this week (wow, busy times!):

* Add lerp() to CastleScript on floats, vectors, matrices.

* CastleMessages dialog: blinking caret for input field, and fix buttons place in case of multi-line input.

* TCastleMenuToggle and TCastleMenuButton, useful for CastleOnScreenMenu.

* TCastleButton custom text color, allow hiding background, tint background color when pressed/focused.
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We're proud to announce more Castle Game Engine improvements to Android, debugging, tools and more!

(Part 2nd of three. The first part was yesterday, the third part will be tomorrow!)

1. Debugging improvements:

- The exceptions are now catched in CastleWindow applications, and nicely shown in a message box. With a stack trace (often all you need to solve the problem). Configurable (our TCastleApplication descents now from TCustomApplication, so TCustomApplication.StopOnException and TCustomApplication.OnException works).

- BacktraceOnLog variable is also available, to show backtrace for all logged WritelnLog stuff (see CastleLog unit).

2. Tools improvements:

- tools/ subdirectory now contains our build-tool, texturefont2pascal and image2pascal tools.

- New "run" and "simple-compile" commands for our buid tool: https://sourceforge.net/p/castle-engine/wiki/Build%20tool/ .

- A lot of build tool improvements and fixes to make it work under every environment and OS.

#android #gamedev #indiedev
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Castle Game Engine

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New version of "Dragon Squash", cool game done using our engine:)
 
Huge new version of our beautiful free game "Dragon Squash" for Android! https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.dragonsquash

- New "viking" castle, that can be unlocked by upgrading the previous castle. (more castles are coming!)
- Each castle, as well as mana, can be upgraded permanently.
- You gain coins to buy upgrades by surviving longer in the game.
- And various fixes and optimizations!

Prepare for more game updates soon, as we plan to conquer the world!:) Watch and like https://www.facebook.com/DragonSquash for updates.

With Paweł Wojciechowicz (from SODA studio​ https://www.facebook.com/studiosoda3d ). Using my +Castle Game Engine  ​:)

#android #gamedev #freegames  
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3D and 2D game engine for modern Object Pascal. Focused on X3D and beautiful graphic effects. Also home of view3dscene - full-featured VRML/X3D browser.
Introduction
Castle Game Engine is an open-source (LGPL) 3D game engine for modern Object Pascal (using Free Pascal Compiler / Lazarus). We have many advanced graphic effects, like compositing shaders, shadows by various algorithms, advanced bump mapping, mirrors, screen effects by shaders, custom viewports and much more. Many 3D formats are supported, so you can use any 3D modeler to create game assets --- in particular we have an excellent support for an open X3D (VRML) data format.

The engine includes high-level 3D resources management (player, levels, items, creatures with ready AI) and low-level (so you can build, load, save and animate 3D objects however you like). We also have a sweet 2D API for drawing controls and for 2D games.

The engine website also hosts view3dscene - our full-featured VRML/X3D browser and a viewer for other 3D models. And various small games/demos using our engine.