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

Platforms details

Contents:

  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
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. 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
      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
  2. Creating Game Data
    1. API Reference
    2. Why Pascal?
    3. Modern Object Pascal Introduction
      1. Overview for Unity Developers
      2. Scene Graph (X3D)
        1. Conferences

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