We introduce a new class TCastleBehavior which can be attached to any TCastleTransform to perform some job. You can create descendants of it (or use ready descendants of it in CGE) and override methods like
The first demo is inside examples/creature_behaviors. Also our template “3D FPS Game” already uses it to define
If you come from Unity and are interested “what is the equivalent of
MonoBehaviourin CGE” then the
TCastleBehavioris now the best answer. Documented on CGE for Unity page.
This is a work in progress!
First of all, editor can and will provide support to add and configure behaviors visually. It’s not a big deal,
TCastleBehavioris just another
TComponentdescendant, our architecture of editor/serialization can handle it.
TCastleSoundSourcecan be even better, and it may become the most advised and easy way to setup sounds in CGE.
I’m working on
TCastleMoveAttack(in CastleBehaviors unit) to provide out-of-the-box creature AI for games. And it will be a basis of new approach for creature AI in CGE, deprecating current
LoadNode overload that takes a
TStreamwith scene contents, and
SaveNode, a better name for
Save3D, with simpler API (Save3D has way too many overloads, and is now deprecated). With only 2 overloads, to save to
This simplifies some use-cases of
TImageTextureNode, where you don’t have an URL (supported by CGE downloader) but you have a ready TStream or TEncodedImage with image contents. An alternative approach in this case is to use
TPixelTextureNode, but this is sometimes cumbersome, as 1. converting at runtime between
TPixelTextureNodeis bothersome, 2. serializing
TPixelTextureNodeto file is very verbose (using X3D SFImage text syntax).
I have extended X3D 4.0 to include alpha treatment parameters that correspond to glTF parameters: Appearance.alphaMode and alphaCutoff (in Pascal: TAppearanceNode.AlphaMode and TAppearanceNode.AlphaCutoff). So these are now handled in both X3D 4.0 and glTF in CGE. Testcases: in X3D in my x3d-tests, in glTF in glTF-Sample-Models.
New examples/3d_rendering_processing/transform_speed_test/ – speed test of many TCastleTransform instances.
The above page is directed at Android services. For iOS, there is a shorter section here. But a lot of concepts are (deliberately) very similar between Android and iOS services.
We proudly present the first alpha pre-release of Castle Game Engine 7.0. It is time to break the long period of waiting since CGE 6.4!
We emphasize that it is a pre-release. We’re still working on a finished 7.0 release, where all the features are polished, all examples are reorganized to show the new approach, all of manual is updated to show editor usage etc. In the meantime, we feel (since a long time now) that what we have is fantastic, and a big step forward since the last CGE release.
The most important new features are:
- CGE editor
- glTF 2.0 full support and realistic rendering upgrades
- Nintendo Switch
- Better API for viewports and cameras in
- Third-person navigation (with avatar)
- TCastleDownload class, to make asynchronous (non-blocking) downloading
- Load sprite sheets and images to TCastleScene
- Big user interface classes improvements
- Easy serialization of components as JSON
- CastleSettings.xml file support
- Many optimizations and profiling features
- New screen effects API
- Easy mirrors on flat surfaces
- Animation blending improvements
- Many new notable examples
- Android support for Arm64, many new services, upgrades to build infrastructure
- iOS vibrations, GPU compression, IPA building, new services
- Physics detecting collisions, settings and triggers
- Sound backends, FMOD backend, LoopingChannel, sound streaming
Along with the new engine, we also release view3dscene 4.0.0 and castle-view-image 2.0.0. These tools are packaged within the main CGE download (they will be automaticaly invoked if you double-click from CGE editor on a 3D scene or image), but you can also download them separately.
New view3dscene 4.0.0 features include CGE improvements, like glTF support, X3D 4.0, Spine improvements, sprite sheets, animations panel (test animations, with cross-fading, simultaneous animations), dynamic batching and more. It also features a few new view3dscene options like “Edit -> Convert Inline to Group (pulls external content into this model)” and gamma correction configuration.
castle-view-image 2.0.0 features CGE improvements, like removal of dependency on libgtkglext and libGLU.
We had a few methods that needlessly traversed whole
TCastleTransformhierarchy. Reworking them was an optimization and also an API simplification (IOW, a “no-brainer” 🙂 ). Changes:
The need to process keys in TCastleTransform is very seldom (we only had 2 use-cases for it in the engine, one is in soon-to-be-deprecated
CastlePlayer, the other was for X3D key sensors which are not very useful for normal engine usage).
TCastleTransform.VisibleChangeHerevirtual methods removed (their use-case is now implemented as an internal mechanism, tailored to factual needs, not needing to be recursive).
TCastleTransform.Draggingremoved (not needed, a simple Boolean internal field that tracks “whether something is between
PointingDeviceRelease” is enough).
CastleWindow GTK backend (default on Linux) can now initialize OpenGLES context using EGL. (Note that it was already possible with Xlib backend previously.)
This allows to test OpenGLES rendering on desktops, just define symbol
OpenGLESat compilation (e.g. by adding it to CastleEngineManifest.xml, or just tweak one line of src/base/castleconf.inc). And make sure you have OpenGLES installed (
libgles2package on Debian and similar).
Optimized bounding box calculation for meshes (boxes are now a little less optimal, but much faster calculated; undefine
FAST_MESH_BOUNDING_BOXESif you want to try again the old method).
update=NONE(should take zero time, was accidentally consuming some).
Fixed LOD node behavior under transformation animation (testcase: navigation/lod_test.x3dv in demo-models).
We have new TUIState.WaitForRenderAndCall utility, especially useful to implement loading inside TUIState descendant.
Our examples/user_interface/zombie_fighter features now a demo showing loading progress (as a descendant of TUIState, which is our advised approach for loading screens now).
Whole examples/user_interface/zombie_fighter was remade to use editor.
We have a new UI control, available from code and in editor: TCastleTouchNavigation.
This shows controls that you can drag to navigate within a viewport. Thus it allows navigation in a TCastleViewport on touch devices. It is a “reboot” of previous TCastleWindowTouch use-case, now expressed as UI control that can have any size, can be attached to any viewport, and in general is consistent with the rest of CGE.
In a typical usage scenario, you just add it as a child of TCastleViewport, set FullSize=true, set Viewport to the parent. Then control the touch interface. It is easiest to call
MyTouchNavigation.AutoTouchInterface := trueto let it be automatically assigned. Set
MyTouchNavigation.AutoTouchInterface := ApplicationProperties.TouchDeviceto let it be automatically assigned, but only on touch devices (that do not have regular keyboard / mouse).
I made a nice new example to demonstrate our collision checking routines examples/3d_rendering_processing/collisions:
Sphere collisions are now more precise (at least when uniform scaling is used for transformations),
TCastleTransform.CollisionSphereRadiusis visible in the editor,
Added various properties to Basic tab on editor,
Nicer editor behavior when toggling
TCastleViewport.AutoCamera(or changing MainScene when AutoCamera=true), it will now immediately update the camera,
Fix editor main window hiding on Windows,
Fix editor crash when toggling multiple components property at once (remember: you can select multiple objects with Ctrl in the hierarchy),
Improved shadow maps cooperation with X3D 4 nodes.
We now read glTF extras data to X3D nodes metadata.
In practical terms, it means that you can set custom properties in Blender, and then read it back in CGE using MetadataString and similar properties on nodes.
We read “extras” data from glTF primitives, materials, cameras and transformation nodes. If you use Blender, it means we can read “Custom Properties” from Blender objects, meshes, materials and cameras.
More pointers how to read custom properties defined in Blender are here. Our demo-models contain examples of Blender models with custom properties, see in subdirectories
blender/custom_properties_2/. Finally, reworked examples/short_api_samples/metadata shows how to read and write metadata in CGE.
Our metadata API was also a bit simplified. MetadataString can now be used easier (doesn’t have an index, use it like
Node.MetadataString['my_name']), but we expose MetadataStringArray when you need an array (use it like
Shape.collision field supports
"NONE"value. In Pascal you would set it as
MyShapeNode.Collision := scNone.
We support a special custom property at Blender mesh:
CastleCollision. It can have these values:
- none — do not collide
- box — collide as box
- default — collide as precise triangles
See the Shape.collision field linked above for more details.
This way you can easily turn off collisions in Blender, or set collisions to use simple box for complicated shapes. Just set Blender custom property
CastleCollisionon a mesh.
Demo usage in examples/fps_game/data/example_level level. The level defined there contains everything collidable + non-collidable water surface in one model, one glTF file, and the water is marked with CastleCollision=none.
Documented various X3D extensions added lately to have perfect glTF support:
You can now drag scene files (like glTF, X3D, images…) from the “Files” bottom panel onto a viewport. It will automatically create a TCastleScene instance with proper URL that displays this model.
The initial translation is determined by the point where you drop the item, with some smart code that should account for both typical 2D (orthographic) and 3D (perspective) needs.
In case of 3D (perspective), we try to place new scene origin exactly at the 3D position at the drop point. Or just 10 units in front of the camera (if nothing was hit).
In case of 2D (orthographic), we try to place new scene origin 1 unit closer than the object present at the drop point. So the new scene is in front. In case nothing was hit, we place object at the middle of ProjectionNear and ProjectionFar (which will be 0 by default).
Thanks go to Andrzej Kilijański for doing this!
Undo system now works for gizmo operations (moving, rotating, scaling of
TCastleTransform) in the editor. Thanks to Eugene Loza!
Improved manual page about the editor.
I am also encouraging everyone to watch Castle Game Engine – introduction to the engine and editor, which is our video introduction from Debian conference, already announced here 🙂 I have embedded this video on the manual page, as well as the getting started page.
New component TCastleTransformDesign allows to reference a
xxx.castle-transformfile inside a parent design. This way you can define a composition of
TCastleScene) inside an
xxx.castle-transformfile, and reuse it multiple times.
It is similar to the existing TCastleDesign for user interface.
New example examples/advanced_editor shows:
Instantiating multiple times UI design with
Instantiating multiple times transform design with
Registering custom components (project-specific) to be available in editor
Finally, an important bug with using custom components in the editor on Unix was fixed.
As I mentioned in the news post 2 weeks ago, lately I’ve been following a trail of reworking and optimizing some renderer code. In particular this is important if you do skinned animation in glTF with bump mapping — which is a very common use-case. New features / optimizations:
- We support now explicit tangent vectors information, by new X3D node Tangent .
We read from glTF tangents information. So if you export e.g. from Blender a glTF model that has normalmaps, it is beneficial to click the checkbox “Tangents” at export options — this way CGE will not have to calculate this information, so loading will be faster.
We animate tangents correctly when skinned animation is used.
We generate tangents once, at load, for the most common case of glTF with
IndexedTriangleSetgeometry, this makes rendering fast — even if you didn’t export with “Tangents”.
When tangents are used, they are loaded to the VBO together with coordinates and normals (since they usually all change simultaneously during skinned animation).
Coordinates, normals and tangents are updated using fast track to VBO: fixed for tangents, faster in case of no tangents.
Memory usage and loading time of precalculating glTF animation optimized. Our approach is still memory-hungry, unfortunately, esp. if you have long-running animations. You will see in the log messages like
"Memory occupied by precalculating "xxx" animation: yyy"if an animation eats more than 10 MB. The true solution for this (already planned, but post CGE 7.0 release) is to move the entire skinned animation calculation to GPU.
In an unrelated news, X3D 4.0 specification is getting finalized, with last public draft here. This includes the modification from Michalis to add PBR and many other material upgrades to X3D, making it also consistent with glTF.
You can now download Castle Game Engine for Raspberry Pi from our main page.
These are ready builds, with the editor, build tool, view3dscene already precompiled, so just download them and run
bin/castle-editor and use CGE on your Raspberry Pi. Technically, they are just Linux/Arm builds, and will work on any Linux/Arm system — we simply call them “Raspberry Pi builds” as that is how most people will probably view them.
They are being compiled with the latest stable FPC (3.2.0) and Lazarus (2.0.10). You can however use them with any FPC and Lazarus versions supported by CGE.
- In particular, FPC that is included in current Raspberry Pi OS packages (3.0.4) works without any issues, so you can just do
sudo apt install fpcand you’re good to go, CGE will work with it.
You can also install Lazarus (like
sudo apt install lazarus-ide) although you can use other editors to edit CGE applications too.
All “normal” ways to install FPC/Lazarus on Raspberry Pi work. E.g. you can use fpcupdeluxe if you want FPC/Lazarus versions newer than the Debian packages.
In time we’ll provide Linux/Aarch64(Arm64) precompiled builds too.