• Support the engine on
    Patreon
Castle Game Engine
  • Download
  • News
  • Features
  • Documentation
    • Getting Started
    • Manual
    • Creating Game Data
    • API Reference
    • Modern Object Pascal Introduction
    • CGE for Unity Developers
    • More...
  • Scene Graph (X3D)
  • view3dscene
  • Talk with us
  • Gallery
    • Games
    • Tools
    • Additional Components
    • Graphic Assets
 
Next: Start: Display a window
Manual

Castle Game Engine Manual

Contents:

  • Start: Display a window
  • Quick 2D game (basic window events)
  • Loading, displaying a scene
  • Transform, animate, duplicate, build a scene
  • Cross-platform (desktop, mobile, consoles...) games
    • Data directory
    • Build Tool (wiki)
    • CastleEngineManifest.xml (wiki)
    • Android (wiki)
    • Android Services (like Google Play Games and In-App Purchases) (wiki)
    • iOS (wiki)
    • iOS Services (like Apple Game Center and In-App Purchases) (wiki)
  • User interface and 2D drawing
    • User interface, standard controls, viewports
    • Editor
    • Customize look by CastleSettings.xml
    • Custom drawn 2D controls: player HUD
    • Text and fonts
    • On-screen menu
    • Notifications
  • 2D games
    • Sprite sheets (wiki)
    • Images (wiki)
    • Two approaches for rendering 2D Games (wiki)
  • Utilities for typical 3D games
    • Overview
    • Loading game level
    • Player
    • Defining creatures and items
    • Using creatures and items
    • Extending creatures and items classes
  • Physics
  • Sound
  • Screenshots
  • Network, downloading and using URLs
  • Recording movies
  • Logging
  • Persistent data (user preferences, savegames)
  • Key/mouse shortcuts
  • Optimization and profiling
    • Profiling Using Valgrind (wiki)
    • How To Make Rendering Prettier (wiki)
  • Classes overview (cheatsheet)
  • Gamma Correction
  • Miscellaneous knowledge
    • Which way is up?
    • Transformation hierarchy
    • How to handle the focus of TCastleControlBase
 
Next: Start: Display a window
Manual
Documentation
  • Getting Started
  • Manual
    • Start: Display a window
    • Quick 2D game (basic window events)
    • Loading, displaying a scene
    • Transform, animate, duplicate, build a scene
    • Cross-platform (desktop, mobile, consoles...) games
      • Data directory
      • Build Tool (wiki)
      • CastleEngineManifest.xml (wiki)
      • Android (wiki)
      • Android Services (like Google Play Games and In-App Purchases) (wiki)
      • iOS (wiki)
      • iOS Services (like Apple Game Center and In-App Purchases) (wiki)
    • User interface and 2D drawing
      • User interface, standard controls, viewports
      • Editor
      • Customize look by CastleSettings.xml
      • Custom drawn 2D controls: player HUD
      • Text and fonts
      • On-screen menu
      • Notifications
    • 2D games
      • Sprite sheets (wiki)
      • Images (wiki)
      • Two approaches for rendering 2D Games (wiki)
    • Utilities for typical 3D games
      • Overview
      • Loading game level
      • Player
      • Defining creatures and items
      • Using creatures and items
      • Extending creatures and items classes
    • Physics
    • Sound
    • Screenshots
    • Network, downloading and using URLs
    • Recording movies
    • Logging
    • Persistent data (user preferences, savegames)
    • Key/mouse shortcuts
    • Optimization and profiling
      • Profiling Using Valgrind (wiki)
      • How To Make Rendering Prettier (wiki)
    • Classes overview (cheatsheet)
    • Gamma Correction
    • Miscellaneous knowledge
      • Which way is up?
      • Transformation hierarchy
      • How to handle the focus of TCastleControlBase
  • Creating Game Data
    • Exporting 3D and 2D models
      • Supported model formats
      • Blender
      • 3ds Max
      • Maya
      • Spine (wiki)
      • Dragon Bones
    • XML files describing game data (level.xml, resource.xml and others)
    • Levels
    • Resources (creatures and items)
    • Player configuration
    • Material properties configuration
    • Auto-generated compressed and scaled textures
    • Sound
  • API Reference
  • Modern Object Pascal Introduction
  • More...
    • Supported compilers and IDEs
    • Planned features
    • Helping in engine development
      • Donate
    • Internals documentation
    • Movies on YouTube
    • Jenkins: Automatic cloud builds for CGE projects
    • Docker: Get CGE packaged with various tools (like cross-compilers, Android SDK, texture compression tools)
    • Dependencies on macOS
    • License
    • CGE for Unity Developers

Copyright Michalis Kamburelis and other Castle Game Engine developers.
Thank you to Paweł Wojciechowicz from Cat-astrophe Games for various graphics.
This documentation is also open-source and you can even redistribute it on open-source terms.

We use cookies for analytics. Like every other frickin' website on the Internet. See our privacy policy.