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Home » Documentation » Manual
Previous: Touch Input
Next: Android
Manual

Platforms details

Contents:

  • Android
  • Android FAQ
  • Android Services (Google Play Games and many more...)
  • Adding New Android Services
  • iOS
  • iOS Services (Apple Game Center and many more...)
  • In-App Purchases (Android, iOS)
  • Nintendo Switch
  • macOS
Previous: Touch Input
Next: Android
Manual
Documentation
  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
    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 Using HeapTrc
    17. Making rendering prettier
      1. Bump Mapping (Normal Maps)
      2. Background (skybox, sky and ground)
      3. Fog
      4. Blending
      5. Color Space (Gamma Correction)
      6. Alpha Bleeding
    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. Miscellaneous
      1. Visual Studio Code
      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
    21. Helping in engine development
      1. Donate
      2. Roadmap
      3. Coding Conventions
    22. 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
  2. Creating Game Data
    1. Exporting 3D and 2D models
      1. Supported model formats
        1. glTF
      2. Blender
      3. 3ds Max
      4. Maya
      5. Spine
    2. Auto-generated compressed and scaled textures
    3. Deprecated: XML files describing game data for typical 3D games
      1. Levels
      2. Resources (creatures and items)
      3. Player configuration
    4. Deprecated: Sounds XML description
  3. API Reference
  4. Modern Object Pascal Introduction
  5. Overview for Unity Developers
  6. Scene Graph (X3D)
    1. Demo models
    2. Standard X3D Nodes
      1. Core
      2. Time
        1. Extensions
      3. Networking
      4. Grouping
      5. Rendering
        1. Extensions
      6. Shape
        1. Extensions
      7. Geometry3D
        1. Extensions
      8. Geometry2D
      9. Text
        1. Extensions
      10. Sound
      11. Lighting
      12. Texturing
        1. Extensions
        2. X3D MultiTexturing problems and proposed solutions
      13. Interpolation ("how to animate things")
        1. Extensions
      14. Pointing device sensor
      15. Key device sensor
      16. Environmental sensor
      17. Navigation
        1. Extensions
      18. Environmental effects
        1. Extensions
      19. H-Anim
      20. NURBS
        1. Control points are in homogeneous coordinates
      21. Scripting
      22. Event utilities
        1. Extensions
      23. Programmable shaders
      24. CAD geometry
      25. Texturing3D
      26. Cube map environmental texturing
    3. Larger X3D Extensions
      1. Compositing Shaders
      2. Mirrors on flat objects
      3. Screen Effects
      4. Shadow Maps
      5. Shadow Volumes
      6. (Old) VRML 1.0
    4. Complete list of X3D Extensions
    5. CastleScript language reference
    6. Castle Animation Frames (castle-anim-frames) file format
    7. VRML / X3D time origin considered uncomfortable
    8. NIST conformace test suite
  7. Presentation (GIC 2022)

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