I just merged to Castle Game Engine master branch a big work that I’ve been doing for the past 6 weeks (exactly 200 commits). This brings a number of new cool features that I’m going to describe in details in the upcoming news posts (and a video!).
Brace yourselves 🙂
Here’s the summary:
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Non-visual components in the editor (attached to visual components, or saved to .castle-component)
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Upgrade to the font API and fonts (bitmap and TTF, OTF…) fully configurable in the CGE editor
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TCastleText improvements
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Serialization improvements
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Behaviors in the editor, including billboard behavior — the easiest way now to make a billboard
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Complete rework of the sound API with many improvements — less hassle to track playing sources, distance model good by default, all concepts more natural to use
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Sounds (spatial or not) can be set up in CGE editor (even drag-and-drop works!)
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Sound configuration in editor preferences (volume, mute-on-play)
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FMOD backend complete (added: spatial sounds, priority, distance model, offset)
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And lots of new examples (or heavily upgraded old ones), look in examples/audio/ , examples/fonts/ , also examples/window/window_events .
Start the discussion at Castle Game Engine Forum