Thank you all for joining on today’s 2nd open meeting!
Summary of today’s meeting:
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Summary of new/upcoming features:
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I talked about new camera/navigation features. On new-cameras branch, very very close to being finished + merged to master 🙂
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Andrzej Kilijański talked about new physics features. On physics branch, likewise very close to being finished 🙂
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I showed engine on macOS, a recent new feature.
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I talked a bit about future:
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Stuff from from 2022 plans remains in place. We did some planned things, remaining: modifying materials, new examples/fps_game/, Steam, nodes optimization.
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I am doing lots of thinking about our “message to new users”. It comes down to better communication how we’re equal/competitive to other engines (cross-platform, editor, powerful OOP API), but also how we’re special (glTF, X3D, native Pascal) and what advantages come from it. I plan to reorganize our webpage to communicate this.
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Easy installers. Snapcraft on Linux. Package with bundled FPC and Lazarus (with Lazarus preconfigured for single window (anchor docking), dark theme).
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Automation. We want to provide ready files that will make your projects build by GitHub Actions and GitLab CI.
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We talked about a few things:
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Code editor (I talked about how we decided to use Lazarus. Although VS Code is also very appealing — but Lazarus’ code tools for Pascal and debugger win)
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Kagamma mentioned: a way to assign events inside castle-editor. I did’t find time to address it, but the short answer is: yes!
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WebGL (using FPC WebAssembly) port is anticipated by everyone, including me 🙂
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Start the discussion at Castle Game Engine Forum