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DevBlog (Page 2)

Castle Game Engine Logo
2019-08-22
22 August
By Andrzej Kilijański
On August 22, 2019
In Castle Game Engine, DevBlog, GameDev, Object Pascal
Tagged android, castleengine, freepascal, gamedev, iOS, mobiledev

Streaming music in Castle Game Engine

I think this is the biggest functionality I’ve worked on at CGE so far. Particularly important for mobile games.Read More →

Lazarus logo
2019-08-13
13 August
By Andrzej Kilijański
On August 13, 2019
In Lazarus, Object Pascal
Tagged freepascal, lazarus

Lazarus 2.0.4 Released!

This release fixes found bugs. Most patches concern Cocoa widgets for MacOS system.Read More →

Castle Game Engine Logo
2019-08-02
02 August
By Andrzej Kilijański
On August 2, 2019
In Castle Game Engine, DevBlog, GameDev, Object Pascal
Tagged android, castleengine, freepascal, gamedev, iOS, mobiledev

ASTC compression support added to Castle Game Engine

ASTC compression (Adaptable Scalable Texture Compression) is the next feature I developed for Castle Game Engine when working on my mobile game.Read More →

Castle Game Engine Logo
2019-07-25
25 July
By Andrzej Kilijański
On July 25, 2019
In Castle Game Engine, DevBlog, GameDev, Object Pascal
Tagged admob, ads, android, castleengine, freepascal, gamedev, mobiledev

Updates in Castle Game Engine Admob Service

Castle Game Engine has many, easy to use integrations with services for mobile games. While I’m working on my Android game, I’ve made many improvements to the Admob module.Read More →

Castle Game Engine Logo
2019-07-23
23 July
By Andrzej Kilijański
On July 23, 2019
In Castle Game Engine, GameDev, Object Pascal
Tagged admob, android, castleengine, freepascal, gamedev, iOS, mobiledev, opengl

Castle Game Engine stable 6.4 or beta 6.5 which version to use?

Castle Game Engine is a free, open-source Object Pascal game engine. It supports both 3D and 2D games. You can make games for desktop (Windows, Linux, macOS), mobile (Android, iOS) and consoles (Nintendo Switch).Read More →

GCC Logo
2019-07-09
09 July
By Andrzej Kilijański
On July 9, 2019
In DevBlog
Tagged c++, gcc

Mingw-w64: How to fix “File too big/too many sections”

When you compile large source files that use templates intensively, you may receive the “File too big/too many sections” error. For the Visual Studio compiler you can simply use the /bigobj flag. The equivalent in mingw-w64 is the -mbig-obj flag. However, this is not a compiler flag but the GNU assembler and it should be passed to it.Read More →

2019-05-18
18 May
By Andrzej Kilijański
On May 18, 2019
In Castle Game Engine, GameDev, Lazarus, Object Pascal
Tagged castleengine, freepascal, lazarus, opengl

Free Pascal OpenGL App – Exception on window close

For some time I’ve been watching the Castle Game Engine development. This is a game engine written in ObjectPascal language. I have worked many years in this language so I have a certain sentiment. Object Pascal has simple, clear syntax and very short compile times. This features should be very helpful in game development.
Unfortunately I ran into a minor problem. Closing a window of each example stops execution and throws exception. The problem was in used Free Pascal compiler version.Read More →

Godot logo (CC-BY 3.0)
2019-04-29
29 April
By Andrzej Kilijański
On April 29, 2019
In GameDev, Godot Engine
Tagged android, godot, godotengine, iOS, mobiledev

Godot 3.1.1 – Important fixes for networking, mobile games and new audio features

A few days after RC1 a stable release of Godot 3.1.1 came out. From the release candidate differs only a few fixes.Read More →

Godot logo (CC-BY 3.0)
2019-04-25
25 April
By Andrzej Kilijański
On April 25, 2019
In GameDev, Godot Engine
Tagged android, godot, godotengine, iOS, mobiledev

The first release candidate of Godot 3.1.1

The new release candidate includes security fixes (related to the deserialization of objects sent over the network) and important improvements for mobile game developers.Read More →

Godot logo (CC-BY 3.0)
2019-04-01
01 April
By Andrzej Kilijański
On April 1, 2019
In GameDev, Godot Engine
Tagged android, gamedev, godot, godotengine, iOS, mobiledev

Godot 3.1 – Back to mobile game dev & static typing in GDScript

After eleven beta versions and three release candidates, Godot 3.1 saw the light of day. The work lasted 14 months, which is 4 months shorter than the work on the revolutionary version 3.0.Read More →

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Level 37/40 5-6 Colors Screenshot

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Level 62/80 (RelaxMode) Screenshot

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