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News
Particle system updates (custom shaders, web support), FreeCAD - X3D exporter, documentation (exe size, 2D, easy link to API), geometry shader fixes
Forgive us for a calm August without the usual weekly announcements, as Michalis spent most of the month on a family vacation. Stay tuned for an upcoming news post about a feature he made when his wife wasn't watching: Android and iOS compatibility with D
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Pointer lock (mouse look) on the web - plus a big refactor and Windows improvements
Note that I sent a sneak preview of this news using Patreon Quip earlier this week. I plan to experiment with Quips more in the future. The "quips" are visible to everyone, you can install the Patreon mobile app to get notifications about them, or just vi
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Toggle visibility of a group of X3D / glTF nodes
We support now visible field on various X3D nodes: Inline node. This is TInlineNode when looking at the graph from Pascal. and on all X3DGroupingNode descendants, including Transform and Group. These are TAbstractGroupingNode, TTransformNode, TGroupNode i
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Web: water, terrain, shadow maps, alpha treatment, keys on losing focus
Rendering to texture (FBO, our TGLRenderToTexture) works now on the web. This enables a few features on the web: Water, with reflections and waves, visible in the terrain demo (source code in examples/terrain/) is correct now on the web. Screen (Post-Proc
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Windows downloads now code-signed - no more Smart App Control blocks. Plus smaller downloads (7z, tar.xz)
Our downloads for Windows include now all the executables code-signed, which means that they are trusted and running the engine will raise fewer alarms from various Windows protection tools. In particular, "Smart App Control" (mentioned also in past news)
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Delphi improvements: build tool uses msbuild, allows to pick Delphi version, better generated DPROJ, hints to fix PAServer on Linux and linking on macOS
We improved how our engine tools (build tool and editor) call Delphi. These improvements take us closer to making our engine compatible with Delphi for Android, iOS and macOS and improve how you can build with Delphi from shell (e.g. from Continuous Integ
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Review of the engine by Claude Code yielded 11 bug-fixes. The good, the bad about the experience, how you can do this in your own codebase, Docker SBX and more
I gave Claude a long-running task: Review every file of Castle Game Engine. The process found 11 "real" bugs (something was indeed a bug in the engine, and it could be a bug in real-life applications using the engine) which we promptly fixed. So I'm happy
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TCastleProcess and ExecuteCommand available with both FPC and Delphi, no more cryptic "Failed to execute : 4551" when Windows "Smart App Control" blocks us
We refactored our process running code (when one application wants to run another). This is used throughout our tools (build tool, editor) but we also have uses for it in the engine itself. Refactoring this into a nice unit gives us more possibilities, fo
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Music Player example application, important fixes around audio and skinned animation
We have a new example: Music Player, a simple application that allows to play a chosen audio track with UI similar to typical mobile music/audiobook players. This example has a nice backstory: For Mother's Day (which is 26th May in Poland) my daughter and
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Web: bump mapping, clip planes, fog, terrain, occlusion culling; also Unholy Society demo on web updated
Shaders on web fixes: Our shaders on the web platform can render now all our effects: Bump mapping (normal maps). As shown by demos: bump_mapping (source code). creature_behaviors (source code). third_person_navigation (source code). game_3d_sound (source
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