We have a number of enhancements to our 2 large documentation pages (targeting mostly advanced engine users / developers):
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Custom Components documentation was extended with description how do we advise to create children components in your custom components. This is useful when you want to create a new component, register it in CGE editor, and you want to use existing components as children.
All cases are documented with example code.
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We have a big Coding Conventions page that documents a lot of low-level and high-level guidelines about how the engine is developed. It starts with some mundane stuff (like indentation — 2 spaces, never tabs!) but later discussed more interesting topics that I recommend to read:
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Our guidelines for
BeforeDestruction
usage. Big thanks for Andrzej Kilijański for talking it over with me — it’s a very powerful mechanism when combined with clear guidelines when to use it. -
Declarative API (classes with independent properties) is simple to use.
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Fix warnings (let the compiler help you write reliable code). (Shining example: recent critical TCastleThirdPersonNavigation fix for seemingly-random bug.)
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This post’s image follows our tradition if there’s no clear image to illustrate this, just search for any pretty 3D model. It turns out that if you search for “documentation” on Sketchfab, one of the things that comes up are 3D models of Raspberry Pi, which we love and support in CGE (both as a platform where you can work, and as a platform to which you can compile your games). So here’s a screenshot of CGE editor rendering a 3D model of Raspberry Pi Pico by abdou bouam.
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