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We're proud to present another game done using Castle Game Engine:) This is an isometric RTS (real-time strategy) with some twists (command lines cannot cross). Available to download, for free, on http://michaliskambi.itch.io/hydra-battles --- for Windows, Android, Linux.

The game was created by Michalis Kamburelis during a 48h gamejam https://www.facebook.com/tsgcompo this weekend :) The full source code is available on https://github.com/michaliskambi/hydra-battles . Have fun!

#games #gamejam #opensource #freesoftware #gamedev  
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Castle Game Engine

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Castle Game Engine

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Castle Game Engine version 5.1.2 was just released! Get if from http://castle-engine.sourceforge.net/engine.php .

This release brings a couple of fixes and improvements to the engine:

1. TCastleControl has 9 new useful events published (for documentation of them, see TUIContainer class):

  OnOpen: TNotifyEvent
  OnClose: TNotifyEvent
  OnBeforeRender: TNotifyEvent
  OnRender: TNotifyEvent
  OnResize: TNotifyEvent
  OnPress: TControlInputPressReleaseEvent
  OnRelease: TControlInputPressReleaseEvent
  OnMotion: TControlInputMotionEvent
  OnUpdate: TNotifyEvent

  These should be used to watch open/close of the context, to watch key/mouse events and to perform continous updates.

  Some previous published stuf is deprecated now and will be removed in next release (sorry, we have to break compatibility --- this old stuff really doesn't make much sense, all new code should use new events). Also, the deprecated OnPaint was fixed --- just in case you're using it (but please switch to using OnRender soon!).

2. Tutorial:
* The beginning of the tutorial is much improved, it's smoother and shorter now. The goal is to be able to make a 3D game in 5 minutes using the tutorial!
* Also, the tutorial chapter "Adding a simple moving object" was added: http://castle-engine.sourceforge.net/tutorial_castle_scene_transform.php .

3. You can save almost 0.7 MB from exe size by undefining CASTLE_EMBED_ALL_3D_FONT_VARIATIONS in some cases, see src/base/castleconf.inc for comments.
4. Various testsuite fixes and improvements.
5. Improved CastleCurves API, and also mark most of it as deprecated.

6. The website got a total facelift, using HTML5 and Bootstrap style. Various pages and menus were rearranged to be more helpful. I hope you enjoy the new website --- please leave a note in the comments :)
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Castle Game Engine

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http://michaliskambi.itch.io/ Some Michalis games done using Castle Game Engine are on itch.io :)

1. Darkest Before the Dawn: http://michaliskambi.itch.io/darkest-before-the-dawn
2. The Castle (largest, but also technologically oldest): http://michaliskambi.itch.io/the-castle
3. Mountains Of Fire: http://michaliskambi.itch.io/mountains-of-fire

Please download and enjoy :)
All my games are done using Castle Game Engine, my cool cross-platform open-source 3D and 2D game engine for modern Object Pascal :). Darkest Before the Dawn · Michalis Kamburelis. A scary 3D game. You're only safe within the light. Action. Windows, Linux ...
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We proudly present a new official release of Castle Game Engine 5.1.1 http://castle-engine.sourceforge.net/engine.php . Castle Game Engine is a modern cross-platform open-source 3D/2D engine for FPC/Lazarus.

See http://castle-engine.sourceforge.net/news.php?id=2014-12-30 for links and full release announcement.

The main features of this release are:

* Extensive Spine (2D skeletal animations) support: https://sourceforge.net/p/castle-engine/wiki/Spine/
* Build tool, for easily compiling and packaging our programs on all platforms (including Android): https://sourceforge.net/p/castle-engine/wiki/Build%20tool/
* New shiny 3D Text implementation (fast and portable to Android).
* Many new X3D extensions, like NavigationInfo.blendingSort.
* A lot of improvements for 2D games and for Android. See also new tutorial page about developing mobile games: http://castle-engine.sourceforge.net/tutorial_mobile.php

Also be sure to install on your Android device a demo of Castle Game Engine + Spine :)

  https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.castlespine

It's completely free of course, and the source code is one of the examples in Castle Game Engine sources. "Dragon Spine" is also available for Windows or Linux. You can also watch the video!.

Check out also some recent games using Castle Game Engine:

* Venice - new 2D adventure game with superb graphics and storyline, in the making! https://www.facebook.com/Venicethegame
* Mountains Of Fire - split-screen cooperative survival game http://castle-engine.sourceforge.net/mountains_of_fire.php
* Frogger 3D (initial version done during 1-hour gamejam by Michalis!:) https://github.com/michaliskambi/frogger3d

Have fun!

#FreePascal #ObjectPascal   #GameDevelopment 
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Two large news from engine development:

1. Android games created using our engine now run happily in Android emulator :) You no longer have to spend your money to see your game on that beautiful 10-inch tablet :) https://sourceforge.net/p/castle-engine/wiki/Android%20development/#is-it-possible-to-test-our-games-using-android-emulator-from-sdk is updated.

2. Text node (text inside a 3D or 2D scene) rendering has been completely rewritten in the engine.

(Warning: a lot of technical details about Text rendering follow. Read only if you're curious :)

The old code rendered complex meshes for each letter, using custom OpenGL code. It is now replaced with sleek code that uses font texture, with a single quad for each letter, by generating a QuadSet for each Text node.

The new implementation has many advantages:

- It's much more efficient. Long text will not kill your framerate anymore.

- It uses the font information from TTextureFont, the same font class used for 2D fonts in TCastleFont. This means that we have simpler code in the engine. No need to deal with separate concept of "outline fonts".

- Rendering works on OpenGLES (Android, iOS) too.

- Rendering works with all modern features: shaders and multitexturing and shadow maps etc. It just goes through our standard renderer pipeline. No more ancient tricks with display lists and GLU tesselator.

- The implementation merely converts Text node to QuadSet underneath (or IndexedFaceSet, for VRML 1.0 or OpenGLES). This makes it much simpler to extend Text/FontStyle implementation.

- Ugly Windows-only outlinefont2pascal program disappears. New fonts information are inside TTextureFontData, which is extracted using TTextureFont and texturefont2pascal cross-platform utilities (based on FreeType).

- Adding extra textures on Text node now works better, you can use Text.texCoord to specify a TextureCoordinateGenerator for them, and text can even be a normal shadow map receiver. See http://castle-engine.sourceforge.net/x3d_implementation_texturing_extensions.php#section_ext_tex_coord

And some disadvantages:

- Font may look bad from very close distance. (Although we will fight with that using http://code.google.com/p/libgdx/wiki/DistanceFieldFonts in the future.)

- Text3D extension node does not make sense anymore (we depend on texture alpha channel to make mesh invisible, so it's not easily possible to render Text3D sides), and right now it just uses flat Text rendering. See http://castle-engine.sourceforge.net/x3d_implementation_text_extensions.php#section_ext_text3d

- Since the font is now rendered using a texture, a usual tradeoff between alpha blending and alpha test occurs: http://castle-engine.sourceforge.net/x3d_implementation_text_extensions.php#section_ext_fontstyle_blending

- VRML 1.0 text with explicit textures is no longer supported. Since the text is now rendered through proxy (converting Text node to QuadSet (VRML 2.0, X3D) / IndexedFaceSet (VRML 1.0) node), and VRML 1.0 doesn't support MultiTextureCoordinate, it is not possible to support in VRML 1.0 an AsciiText node with extra texture (as it would require MultiTextureCoordinate with 2 texture slots --- for font texture and for custom texture).
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Integration with Google Play Game Services (leaderboards, achievements and more) on Android!. And biling (in-app purchases) on Android! And immersive mode (100% fullscreen  on Android 4.4)!

New option android_project was added to our build tool https://sourceforge.net/p/castle-engine/wiki/Build%20tool/ to support custom Java and manifest code in your Android project. We have a new game that actually uses this feature to integrate with Google Games to register highest scores (Google automatically makes a leaderboard from it), and achievements. Also it uses biling (in-app purchases) and immersive mode (100% fullscreen on Android 4.4)!
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Castle Game Engine version 5.1.2 was just released! Get if from http://castle-engine.sourceforge.net/engine.php :)

This release brings a couple of fixes and improvements to the engine, and to the website too. Most important ones:

1. New useful published events on TCastleControl , like OnRender and OnUpdate.

2. Tutorial is more streamlined http://castle-engine.sourceforge.net/tutorial_intro.php , and a new tutorial page "Adding a simple moving object" http://castle-engine.sourceforge.net/tutorial_castle_scene_transform.php is added.

3. Website was redesigned using HTML5 and Bootstrap.

See http://castle-engine.sourceforge.net/news.php?id=2015-01-11 for more information :)

#FreePascal #ObjectPascal   #GameDevelopment 
An open-source 3D/2D game engine for ObjectPascal. We support of lot of 3D and 2D formats (VRML / X3D, Collada, Wavefront OBJ, MD3, Spine...),; we're portable to a lot of platforms (Linux, Windows, Mac OS X, Android, iOS...),; we provide optimized rendering with a lot of graphic effects, ...
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Castle Game Engine

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Our website http://castle-engine.sourceforge.net/ was redesigned with modern style, using HTML5 and responsive Bootstrap! Welcome to 2015:) Go and try the new website now!
Also, YOUR SCREENSHOTS ARE WANTED! We want to create a separate page listing the engine features, decorated with nice screenshots. It will be based on the existing text under http://castle-engine.sourceforge.net/engine.php#section_features , but hopefully it will be much more attractive! If you have any screenshot showing your work with the engine (or just playing one of our games), please share it, in any way you like --- maybe post it here or on our forum: https://sourceforge.net/p/castle-engine/discussion/ . Thank you!

See the screenshots of our website below --- top shows "before", bottom shows "after" :)
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Also, our "Features" page was just separated from "Download and documentation" page, and it now hosts a small invitation to submit your screenshots showing your work with the engine :) Visit http://castle-engine.sourceforge.net/features.php !
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Castle Game Engine

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We proudly present a new official release of Castle Game Engine 5.1.1 and view3dscene 3.15.0!

See http://castle-engine.sourceforge.net/news.php?id=2014-12-30 for links and full release announcement.

The main features of this release are:
* Extensive Spine (2D skeletal animations) support: https://sourceforge.net/p/castle-engine/wiki/Spine/
* Build tool, for easily compiling and packaging our programs on all platforms (including Android): https://sourceforge.net/p/castle-engine/wiki/Build%20tool/
* A lot of improvements for 2D games and for Android. See also new tutorial page about developing mobile games: http://castle-engine.sourceforge.net/tutorial_mobile.php
* Many new X3D extensions, like NavigationInfo.blendingSort
* New shiny 3D Text implementation - fast and portable

Release 5.1.1 contains a couple of fixes and improvements done after 5.1.0. Thanks for people that reacted to our "5.1.0 beta announcement", your reports helped to polish the release!
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(BETA) After half a year of work, next Castle Game Engine version 5.1.0 is ready :) It is available on https://sourceforge.net/projects/castle-engine/files/castle_game_engine/ . This is a beta release, an official release will happen this weekend, along with accompanying view3dscene and demo_models.

So if you want to try latest Castle Game Engine feature, grab it! http://castle-engine.sourceforge.net/engine.php contains the latest engine information. Short summary of what's new (more details in the official release announcement soon, but you can also scan the FB/G+ news page to know what happened) :

- Spine support! https://sourceforge.net/p/castle-engine/wiki/Spine/
- Build tool, with great support for Android packaging! https://sourceforge.net/p/castle-engine/wiki/Build%20tool/
- New shiny 3D text implementation.
- Many improvements for Android, 2D games and international text (in UTF-8).

FPC ( http://freepascal.org/ ) version >= 2.6.2 is required to use. We advice using latest FPC 2.6.4, but older 2.6.2 also works.

Also, if you want to test latest view3dscene ( http://castle-engine.sourceforge.net/view3dscene.php ), you can grab the latest binary from http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/ .
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We also have new tutorial page about developing mobile and portable (mobile/standalone) games:) http://castle-engine.sourceforge.net/tutorial_mobile.php
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Castle Game Engine

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We present a demo of Castle Game Engine and Spine integration :) Fly the dragon around an eerie scene, with animated stuff all around.

* For Android on https://play.google.com/store/apps/details?id=net.sourceforge.castleengine.castlespine ,
* for Windows or Linux on https://sourceforge.net/projects/castle-engine/files/castle_spine/ .
* The source code and data in engine SVN repository, see http://castle-engine.sourceforge.net/engine.php for links to SVN, this demo is inside castle_game_engine/examples/2d_spine_game/ directory.

Have fun! See also the movie on https://www.youtube.com/watch?v=AuI4zgmT-YQ
A small demo of Castle Game Engine ( http://castle-engine.sourceforge.net/ ...
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solved upgrading to ubuntu 14.04 :)
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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.