Lots of new things for developers! 🙂
Improvements for iOS application building:
Additional attributes in CastleEngineManifest.xml for iOS: team identifier, overriding qualified name and version for iOS, specifying
Loading music from OggVorbis (using Tremolo customized for iOS).
Compilation fixes (workarounds for some FPC problems) to work in release mode.
Fixed touch up (mouse up) event. Test multi-touch with our drawing_toy example.
Fixed Android building from Windows.
Large camera API simplification:
TUniversalCameraclass is now gone. Change the navigation type using the new SceneManager.NavigationType property.
Details: I came to a realization that the
TUniversalCameraclass is a needless complication. We now expose
So now you can do
SceneManager.NavigationType := ntWalk;
instead of the previous (ugly):
(SceneManager.RequiredCamera as TUniversalCamera).NavigationType := ntWalk;
And instead of
SceneManager.Camera := SceneManager.CreateDefaultCamera; (SceneManager.Camera as TUniversalCamera).NavigationType := ntWalk; (SceneManager.Camera as TUniversalCamera).Walk.MoveSpeed := 10;
now you can do
SceneManager.WalkCamera.MoveSpeed := 10;
This is much simpler, right? 🙂 It’s also safer, without these ugly typecasts.
More new stuff!
And, in case you missed our announcements from 2 weeks ago, our engine is now integrated with an amazing Kraft Physics Engine by Benjamin ‘BeRo’ Rosseaux.
The manual page about physics in Castle Game Engine should be helpful.