Castle Game Engine Logo Castle Game Engine
  • Download
  • Features
  • News
  • Documentation
    • Tutorial: 3D physics fun
    • Manual
    • Creating Game Data
    • API Reference
    • Why Pascal?
    • Modern Object Pascal Introduction
    • Overview for Unity Developers
    • Scene Graph: X3D nodes
    • Conferences
  • Videos
  • Model Viewer
  • Community
  • Gallery
    • Games
    • Tools
    • Additional Components
    • Assets (3D and 2D Graphics, Sound)
  • Release notes
Donate
Home » Documentation » Manual
Previous: Multi-player
Next: Sprite sheets
Manual

2D games

Contents:

  1. Sprite sheets
  2. Images
  3. Tiled maps
  4. How to render 2D games with images and sprites
Previous: Multi-player
Next: Sprite sheets
Manual
Documentation
  1. Tutorial: 3D physics fun
    1. Manual
      1. Install
      2. Build your first application
      3. Designing user interface and handling events (press, update) within the view
        1. Managing Views
      4. Viewport with scenes, camera, navigation
        1. Tutorial: Designing a 3D world
        2. Tutorial: Designing a 2D world
        3. Camera
        4. Navigation
        5. Writing code to modify scenes and transformations
        6. Behaviors
        7. Multiple viewports to display one world
        8. Expose scene elements, like children transformations, as TCastleScene children
      5. User interface
        1. Text and fonts
        2. Localization (translating your application)
        3. Customize loading image
        4. Advanced: custom drawn 2D controls
      6. Editor
        1. Custom Components in Editor
        2. Components to reuse a design in other designs
      7. URLs, loading (downloading) and saving resources
        1. Data directory and castle-data:/ URL protocol
        2. Multi-player
      8. 2D games
        1. Sprite sheets
        2. Images
        3. Tiled maps
        4. How to render 2D games with images and sprites
      9. Physics
      10. Sound
        1. OpenAL
        2. FMOD
      11. Persistent data (user preferences, savegames)
      12. Save screen (screenshot)
      13. Logging
      14. Cross-platform (desktop, mobile, consoles...) projects
        1. CastleEngineManifest​.xml
        2. Customize UI scaling, font, warmup cache by CastleSettings.xml
        3. Build Tool
        4. Touch Input
      15. Platforms details
        1. Android
        2. Android FAQ
        3. Android Services (Google Play Games and many more...)
        4. Adding New Android Services
        5. iOS
        6. iOS Services (Apple Game Center and many more...)
        7. In-App Purchases (Android, iOS)
        8. Nintendo Switch
        9. macOS
        10. Web
      16. Optimization
        1. Occlusion Culling
        2. Profiling Using Valgrind
        3. Detecting Memory Leaks
      17. Making rendering prettier
        1. Bump Mapping (Normal Maps)
        2. Shadow Volumes
        3. Background (skybox, sky and ground)
        4. Fog
        5. Blending
        6. Color Space (Gamma Correction)
        7. Alpha Bleeding
        8. Sketchfab
      18. Engine on a form (VCL, FMX, LCL) using TCastleControl
      19. Automatic Builds (Continuous Integration and Delivery)
        1. GitHub Actions (automatic builds for GitHub projects)
        2. GitLab CI/CD (automatic builds for GitLab projects)
        3. Docker (easily get CGE, compilers, texture compression tools)
        4. Jenkins (automatic builds by your Jenkins server)
      20. Pascal IDEs
        1. Lazarus
        2. Delphi
          1. Delphi packages
          2. Delphi for Linux
        3. Visual Studio Code
      21. Miscellaneous
        1. Steam
        2. Which way is up?
        3. Transformation hierarchy
        4. CastleWindow Backends
        5. Threads
        6. Compiling from source
        7. Supported compilers and IDEs
        8. Coding Traps
        9. Units Map
        10. Dedicated GPU
        11. fpcupdeluxe
        12. FpMake and FpPkg
        13. License
      22. Helping in engine development
        1. Donate
        2. Roadmap
        3. Coding Conventions
    2. Creating Game Data
      1. API Reference
      2. Why Pascal?
      3. Modern Object Pascal Introduction
        1. Overview for Unity Developers
        2. Scene Graph: X3D nodes
          1. Conferences

            Copyright Michalis Kamburelis and Castle Game Engine Contributors.

            This webpage is also open-source and we welcome pull requests to improve it.

            We use cookies for analytics. See our privacy policy. Scarf Analytics