It’s time to annouce some Castle Game Engine plans for 2017!
I have a LOT of things planned, with the main thing being that I will seek funding for the engine development more actively, and the community will be able to fund some larger features through Patreon. I would like to seriously make the engine popular and I would love to see more games being developed with it:)
THE ENGINE FEATURES PLANNED *REALLY SOON* ARE:
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6.0 release SOON, of course! Lot’s of features, new website (preview), even new logo!:)
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Better iOS support (to be able to trivially recompile your project for iOS using our build tool castle-engine, like you can now for Android and desktops),
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Basic physics, for our upcoming “Sad Sam” apocalyptic highway shooter/racer.
LARGER FEATURES, WHICH I HOPE COULD GET FUNDED THROUGH PATREON ARE:
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Visual designing of the castle components inside a Lazarus form (like GLScene and FireMonkey 3d),
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Animations blending (to smoothly fade in/out animation, with cross-fade between animations, for things played by TCastleScene.PlayAnimation),
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Terrain engine,
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Blender X3D exporter improvements,
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Android Cardboard support, maybe also other VR devices — depending on demand, and my access to test devices,
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Ready components to replicate data over the Interner, allowing to trivially get multi-playter functionality in your games,
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Vulkan renderer, Metal renderer,
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Batching of shapes that have equal appearance for start, to optimize the rendering,
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JavaScript integration with X3D,
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view3dscene as an Android application,
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Delphi compatibility.
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And of course we wait for the possibility from FPC to recompile to web (that is, JS or WebAsembly, probably through LLVM). Then our engine will jump on to the web platform. (Unlike current web plugin, which is soon deprecated by all browsers, unfortunately.)
Lot’s of ideas, as you can see! What is YOUR most-wanted engine feature? Or do you have your favourite feature already mentioned above? Please do comment!:)