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
    8. Expose scene elements, like children transformations, as TCastleScene children
  5. User interface
    1. Text and fonts
    2. Localization (translating your application)
    3. Window size and fullscreen
    4. Customize loading image
    5. Advanced: custom drawn 2D controls
  6. Editor
    1. Custom Components in Editor
    2. Components to reuse a design in other designs
    3. Sketchfab
  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. Shaders
  11. Sound
    1. OpenAL
    2. FMOD
  12. Persistent data (user preferences, savegames)
  13. Save screen (screenshot)
  14. Logging
  15. 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
    5. Game Controllers (Joysticks, Gamepads)
  16. 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
  17. Optimization
    1. Occlusion Culling
    2. Profiling Using Valgrind
    3. Detecting Memory Leaks
  18. 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
  19. Skinned animation (Skin node)
  20. Steam
  21. Engine on a form (VCL, FMX, LCL) using TCastleControl
  22. 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)
  23. Pascal IDEs
    1. Lazarus
    2. Delphi
      1. Delphi packages
      2. Delphi for Linux
      3. Delphi for macOS, Android, iOS
    3. Visual Studio Code
  24. 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
  25. Helping in engine development
    1. Donate
    2. Roadmap
    3. Coding Conventions
    4. Using AI
 
Manual