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Michalis Kamburelis
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A new Castle Game Engine demo shows rendering of an Earth, Moon and a satellite (exported from Blender with normal maps), and animating their transformations by code. This demo was created thanks to the support of Doug Chamberlin on Patreon. Thank you!

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A new example how to render sprites using the TSprite class was added: look in the examples/sprite_sheets/sprite_sheet_animation directory. Also, a simple tool to create a sprite sheet from a sequence of images is now available in the…

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You can create a file called CastleSettings.xml to define some UI properties, like UI scaling and default font. This file allows your game and CGE editor to use the same settings (e.g. same default font). In your game just call…

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A lot of work to improve our main user interface class TCastleUserInterface (formerly called TUIControl), from which all other UI controls descend: Border and BorderColor allow to draw borders around any UI control. Transparent borders are also incredibly…

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Castle Game Engine Editor improvements: Visually edit anchors. Anchors are incredibly important when using our user-interface — they allow you to position controls such that they work regardless of the window size (and UI scaling, if you use it). Visually…

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Thanks to Alexander Skvortsov and Yevhen Loza, the complete book “Modern Object Pascal Introduction for Programmers” is now available in Russian. Read it here in the Russian version: HTML version – “Modern Object Pascal Introduction for Programmers” in…

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I made a new demo of water using Castle Game Engine. The demo is available in demo-models repository, in the water/simple/ subdirectory. Open it with any viewer using the latest Castle Game Engine code, for example use the “daily build” of view3dscene.…

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Castle Game Engine Editor is coming! A tool to easily build and run CGE games, and to easily build CGE user interfaces and 2D and 3D worlds: https://www.youtube.com/watch?v=podM_zBXGEg

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The next issue of Blaise Pascal Magazine will contain a nice long article I wrote about Castle Game Engine! 20 pages, describing how to use the engine from absolute basics, showing how to construct a simple cross-platform 3D game using TCastleWindow,…

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We have a number of engine improvements to announce: A new way to access data files is to use a special protocol castle-data, like this: castle-data:/images/my_image.png. This is exactly equivalent to using ApplicationData('images/my_image.png'). During…
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