I’ve done a presentation about our engine at FPC & Lazarus meeting today in Köln, and I think it went really well. I had more time than usual, so after an introduction to the engine, I could go in more depth about some recently added features, including:
TCastleComponentFactory
(with some cool improvements announced last here, demo usage in examples/space_shooter.)-
Our new Steam integration. More about it in a dedicated news post coming soon!
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Our new (work in progress, but already cool)
TCastleMoveAttack
component, providing out-of-the-box working creatures AI (so they can walk toward a configurable enemy, attack, run scared, die… typical “FPS-game enemy” logic in a ready tweakable component). See also our roadmap about it. It’s not yet finished, but it does work (on a walk-attack-behavior branch, see newexamples/creature_behaviors
version there). I showed some initial fun and promising results — see the slides below for screenshots!
The slides from the talk are available here. They are also embedded below:
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