Particle system updates (custom shaders, web support), FreeCAD -> X3D exporter, documentation (exe size, 2D, easy link to API), geometry shader fixes

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Particle system
FreeCAD -> X3D, in Castle Model Viewer
Geometry shaders example
Michalis:)

Forgive us for a calm August without the usual weekly announcements, as Michalis spent most of the month on a family vacation. Stay tuned for an upcoming news post about a feature he made when his wife wasn’t watching: Android and iOS compatibility with Delphi 🙂

Until then, here are a number of announcements you can enjoy right now — with big thanks to everyone using the engine and building the ecosystem around it:

  1. Kagamma (Trung Le) has updated his GPU-based particle system for Castle Game Engine. New features, announced on the forum thread, are:
    • Custom shaders: Influence particle position and look using a PLUG system similar to our shader effects. See docs.
    • Web target support: see demo online.
    • Modify the built-in particle mesh in editor.
    • Rotation type support.
  2. Kagamma (Trung Le) also updated his alternative approach for particles in our engine: particles designed in Effekseer version 1.80.5 are now supported. Download the updated shared libraries for Windows, Linux and Android from here.

  3. Marco Mora posted about a new exporter from FreeCAD to X3D with Castle Game Engine extensions. See his forum post for a description and screenshots and the repository here. You can see pretty mirrors on the screenshot, using our X3D extension for mirrors on flat objects. Enjoy and post your feedback in the forum!

  4. We have documented how to optimize executable size (for all platforms) and committed a fix (no need for exports) that makes the generated Linux executables much smaller (~45%) out-of-the-box.

  5. We reworked the creating 2D games page of our manual. This was waiting too long for a “big 2D tutorial” — which may still come some day, but in the meantime, the existing page is hopefully sufficient: it presents a short 2D overview and refers to other pages (since a lot of engine concepts are just the same for 2D and 3D usage).

  6. As a small feature on our website, you can now use URLs like this:

    https://castle-engine.io/api?id=PASCAL-IDENTIFIER

    … and it will automatically redirect to the proper API docs of a given identifier. For example, use

    https://castle-engine.io/api?id=TCastleWindow

    to redirect to

    https://castle-engine.io/apidoc/html/CastleWindow.TCastleWindow.html

    This is nice when writing URLs from outside of our website, e.g. from Markdown files in our source code. Of course, you can also just “spell out” the full URL like https://castle-engine.io/apidoc/html/CastleWindow.TCastleWindow.html there, but using the shorter https://castle-engine.io/api?id=TCastleWindow is

    • A bit easier. You don’t need to think about which unit TCastleWindow is in. This is resolved when we handle the redirect.

    • More future-proof. If we ever move the identifier TCastleWindow from one unit to another, the simple URL https://castle-engine.io/api?id=TCastleWindow will continue to work.

    Note: if you update documentation on our website, this is not necessary! In AsciiDoctor files, just use cgeref:TCastleWindow[] and it will display a proper link to TCastleWindow, showing a warning (in development mode) if TCastleWindow is not found. See cge-www README about developing our website.

  7. Geometry shaders received a number of fixes under the hood. Everything works again, and the code is cleaner than ever 🙂

  8. Important fix for XML reading with Delphi — this was crashing our explore_impressive_castle demo.

  9. Fixed applying transformations if you modify TCastleTransform.Exists often. Previously, setting Exists to true during rendering but flipping it to false during updating was causing a surprising effect: we rendered old transformations. Now the rendering always shows the current transformation.

  10. Trying to open a 2nd TCastleWindow on the web, Android or other platforms that don’t support it will now result in a clear exception, with a message instructing you to check “Application.MultipleWindowsPossible“. This makes the situation cleaner than the previous “opening 2nd window works by accident, overriding the previous window rendering”. Demo is inside multiple_windows_and_viewports.

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