Manual

Manual

Contents:

  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
  5. User interface
    1. Text and fonts
    2. Customize loading image
    3. Custom drawn 2D controls: player HUD
  6. Editor
    1. Custom Components in Editor
    2. Components to reuse a design in other designs
  7. 2D games
    1. Sprite sheets
    2. Images
    3. Tiled maps
    4. How to render 2D games with images and sprites
  8. Physics
  9. Sound
    1. OpenAL
    2. FMOD
  10. Persistent data (user preferences, savegames)
  11. Save screen (screenshot)
  12. Network, downloading and using URLs
  13. Logging
  14. Cross-platform (desktop, mobile, consoles...) projects
    1. Data directory
    2. CastleEngineManifest​.xml
    3. Customize UI scaling, font, warmup cache by CastleSettings.xml
    4. Build Tool
    5. 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
  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. Which way is up?
    2. Transformation hierarchy
    3. CastleWindow Backends
    4. Threads
    5. Compiling from source
    6. Supported compilers and IDEs
    7. Coding Traps
    8. Units Map
    9. Dedicated GPU
    10. fpcupdeluxe
    11. FpMake and FpPkg
    12. License
  22. Helping in engine development
    1. Donate
    2. Roadmap
    3. Coding Conventions
  23. Deprecated: Utilities for typical 3D games
    1. Overview
    2. Loading game level
    3. Player
    4. Defining creatures and items
    5. Using creatures and items
    6. Extending creatures and items classes
 
Manual