Inspired by some questions on our Discord, I wrote a page Castle Game Engine for Unity developers. This documents how various concepts from Unity “map” to Castle Game Engine. It may provide an easy start for people already familiar e.g. with Unity.
I would encourage everyone (whether coming from Unity or not) to browse it. It mentions some things that describe the general direction we’re heading — e.g. I’m dedicated to making our CGE editor really a universal and versatile tool to design CGE applications, I advise using TCastleWindowBase over TCastleControlBase for typical game projects and more.
Some of these notions will find their way to the updated manual eventually, where I want to focus on the approach of designing as mush as possible using the editor. I also want to keep it clear that everything you design using editor is still possible to also do by code, so it will take some work to describe it all consicely and clearly 🙂
We have a new example examples/3d_rendering_processing/anisotropic_filtering that shows how to activate anisotropic filtering on chosen textures. Anisotropic filtering improves the look of textures that are repeated, and may be visible from far away, under a steep angle. It avoids “blurring” the textures in some cases.
In the future it may be possible easier (by adding this possibility to material properties XML configuration, which in turn may be possible to do visually at some point).
Oh and examples/fonts/html_text has been remade to use CGE editor. This is a general trend, I hope to remake most examples to use editor.