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 →
I think this is the biggest functionality I’ve worked on at CGE so far. Particularly important for mobile games.Read More →
This release fixes found bugs. Most patches concern Cocoa widgets for MacOS system.Read More →
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 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 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 →
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 →
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 →
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 →
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 →
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 →