Various: RemoveDelayed utility, using fcl-res instead of windres tool, MultiTexture features

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Multi-texturing in X3D
  1. New utility TCastleTransform.RemoveDelayed to remove TCastleTransform but not immediately. This is great if you need to remove some TCastleTransform from children list, but you also iterate over the children list right now.

  2. We no longer use windres utility, instead we generate Windows resources in memory using FPC’s units from fcl-res package.

    Our build tool now uses fcl-res units to actually build a resource file in memory, and write the resulting RES file. This means we can write the Windows RES file without the help of any external tool, and without creating some intermediate/temporary RC/manifest files. Everything happens in memory, in a cross-platform way.

    This is nicer for people with Delphi, who want to compile applications without the need to download windres from FPC/MinGW/MSys.

    This is also nicer for people doing cross-compilation from e.g. Linux to Windows. Previously this required Linux version of windres, which needed installation of MinGW binutils on Linux. Now this utility is not necessary.

  3. MultiTexture features are now restored in shader renderer. All models from demo-models/multi_texturing and described on our X3D multi-texturing page now work with latest CGE and view3dscene.

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Mobile improvements: optimizations on Aarch64, texture compression fixes, GameAnalytics SDK updated

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Retro Phone by Marek Picheta
“Phone booth” by YJ
  1. Long time ago, we had to disable optimizations with FPC on Aarch64 (64-bit Arm) as they were too unstable. But were happy to revert this 🙂 With FPC >= 3.2.2, optimizations on Aarch64 work flawlessly, and so we enable them. This affects Android, iOS and macOS Silicon targets.

    The optimizations will remain disabled if the build tool detects you’re using FPC 3.2.0 and compile to Aarch64. You will see appropriate warning about it in the output. For this reason, we recommend that you upgrade to the latest stable FPC, 3.2.2.

  2. Fix to usage of Compressonator on Linux: detect also lowercase compressonatorcli executable, following new Compressonator file naming in Linux.

  3. Fix to usage of PVRTexTool. We adjusted compression format names to follow latest naming from PVRTexTool Command Line Options.

  4. GameAnalytics SDK usage on Android upgraded to 6.2.6.

Continuing the recent trend of using “just a screenshot of CGE rendering some nice glTF model when I have no better idea for a news image” here are 2 renderings of phones. “Retro Phone” (Sketchfab) by Marek Picheta is licensed under Creative Commons Attribution. “Phone booth” (Sketchfab) by YJ is licensed under Creative Commons Attribution as well.

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Open Meeting for CGE Users and Developers

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fps_game with lights using CGE editor

I wrote this announcement a ~week ago, which feels like ancient times now. Since then, Russia attacked Ukraine. Right now bombs are falling on the heads of people in Ukraine, including people who use and develop CGE, including my friends and their families. I feel terrified, outraged and powerless — this horrible thing just happened, just because some murderous madman in Russia decided to play war.

We already announced this meeting earlier on Discord, and I propose we go ahead and try to do this meeting on 5th March… and hope the world will be at a better place, not worse, by then. I will let you know if we decide to reschedule.

Let’s meet and talk! Join Michalis Kamburelis and other Castle Game Engine developers, contributors and users.

The meeting will happen at 16:00 (UTC timezone) on Saturday, 5th March.

Meeting will be on our Discord channel #open_meeting.

Please keep your mic muted when you’re not speaking, to avoid the noise 🙂

More details what can happen:

Many factors tell me that meeting together would be great 🙂 It will be a great way to ask and answer “live” some CGE questions. It will be a great way to showcase what I’m working on. And I want to invite everyone else to showcase what you are working on too! I hope to make this a 2-way show, in which everyone interested has time to take the stage and show whatever (s)he wants, ask any questions etc.

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Editor improvements: input floats like “pi/2” or “2+2”, context menu for “Output”, new start form

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Input expressions like "pi/2" into float edit boxes
New main form of editor
Output tab - context menu
  1. A small convenience when writing float values: you can input an expression, like pi, pi / 2 or 2/3 instead of typing the actual value (3.14…, 1.57…, 0.6666….).

    Any expression using CastleScript is allowed.

    This is nice e.g. for angles for which we use radians (consistent with X3D, OpenGL, many other APIs). So you have to think in terms of pi (not degrees). At least now you can write pi/2 instead of calculating 1.57... in some external calculator. (An even better solution, to both display and edit angles in degrees, like just 180deg that just means pi automatically, is possible in the future. My main fear with it is that people will get confused that API still expects radians, and passing Angle:=180 will not work as expected. So for now, you have to use radians all across CGE, but it’s just easier now.)

    It is nice for any other use-case when it’s easier to write an expression than result. 1/3, 2/3, 10+1/3 are some examples.

    As a funny example of abusing this, note that you can even use random function from CastleScript 🙂 So you can input in CGE editor value random() and get different result each time 🙂 I’m sure it’s a unique feature of CGE that you can assign an unpredictable value to a property 🙂

    This is all just an “editing convenience”. The value is calculated immediately as you change focus / press Enter, and it is stored as a simple float (not as CastleScript expression) in the actual property, in serialized JSON etc.

    We have also changed the division operators in CastleScript to work like in Pascal: / makes float division, div makes integer division.

    If you want to use such expression in your own applications, go ahead: just call ParseConstantFloatExpression instead of StrToFloat.

  2. The “Output” tab has a simple context menu (right-click). It allows to clean it, copy selected line, copy all lines (to the clipboard). Great to copy-parse error message to show it someone.

  3. I have changed the editor start form. No revolution (yet — I do have a more interesting redesign on a TODO list), I just wanted to expose nice buttons to open examples and support us on Patreon.

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TCastleWindow: simple name (without Base suffix), removed deprecated Window.SceneManager, UTF-16 in WinAPI backend

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Window with dirty/old glass and lights designed in CGE editor

Two news about our TCastleWindow class:

  1. The TCastleWindow and TCastleControl are now (again) advised to be used through these simple names.

    There is no more need to use the names with Base suffix, TCastleWindowBase and TCastleControlBase. They are now just deprecated aliases to the simpler names without the Base suffix.

    Underneath, this happened because of a change I announced at the end of 2021: The old deprecated TCastleWindow.SceneManager and TCastleControl.SceneManager are now removed. They were causing complicated dependencies (in the end TCastleWindow / TCastleControl code should not deal with viewport/scenes specifics), and the assumption that “every window starts with a default scene manager” was unnecessarily complicating understanding of CGE, and even the name SceneManager was outdated (we call it just “viewport” since a long time). The deprecated CastleWindowTouch was also removed — just use TCastleTouchNavigation.

  2. We now use a Unicode (UTF-16) version of WinAPI throughout our TCastleWindow backend on Windows. This fixes support for international characters in window caption and in native open/save dialogs.

This is yet another post when it was hard to find a screenshot expressing the API improvements 🙂 So here’s a rendering of window glTF model from SketchFab, by Yury Misiyuk in Castle Game Engine editor. The window glass nicely utilizes the material possibilities of PBR, the reflections of a dirty/old glass are nicely realistic and completely dynamic. Here I show them with lights designed in CGE editor — a feature that is correctly in development.

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TCastleViewport.PositionFromWorld utility, to adjust UI position to something in 3D viewport, or measure 3D size on screen

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PositionFromWorld demo

New method TCastleViewport.PositionFromWorld allows to map a viewport (3D) position into user interface (2D) position. This allows to:

  1. Place UI element exactly where some 3D thing is.

    The example examples/viewport_and_scenes/position_from_world shows how to position a TCastleLabel so that it always remains at the TCastleSphere middle, regardless of how you move and zoom the camera.

    It comes down to these lines of code:

    { calculate SphereViewportPosition, position of the sphere middle in 2D viewport coordinates. }
    SphereWorldPosition := MainSphere.LocalToWorld(Vector3(0, 0, 0));
    SphereViewportPosition := MainViewport.PositionFromWorld(SphereWorldPosition);
    
    { SphereViewportPosition is immediately useful to determine LabelAttached position }
    LabelAttached.AnchorDelta := SphereViewportPosition;
    
  2. Measure the (potential) size of 3D element on the screen. In turn, this allows to transform 3D elements to make them look on screen in some desired way. For example, you can adjust 3D scale, to force some 3D object to have certain size on the screen, regardless of how far it is from the camera.

    The same example examples/viewport_and_scenes/position_from_world shows how to position a TCastleText so that it always has the same size, no matter how far away the pivot is (regardless of how much you zoom in/out the camera). Try out the demo, you can rotate and zoom like crazy — the 3D text will rotate, the sphere will get smaller or larger, but the size of the text will remain the same.

    It comes down to these lines of code (note: PositionFromWorld and SphereViewportPosition calculation is the same as in previous use-case):

    { calculate SphereViewportPosition, position of the sphere middle in 2D viewport coordinates. }
    SphereWorldPosition := MainSphere.LocalToWorld(Vector3(0, 0, 0));
    SphereViewportPosition := MainViewport.PositionFromWorld(SphereWorldPosition);
    
    { calculate Sphere1UnitSizeOnScreen, how large is 1 unit in 3D space around sphere, on the screen. }
    SphereWorldPosition1 := SphereWorldPosition + Vector3(0, 1, 0);
    SphereViewportPosition1 := MainViewport.PositionFromWorld(SphereWorldPosition1);
    Sphere1UnitSizeOnScreen := PointsDistance(SphereViewportPosition, SphereViewportPosition1);
    
    { use Sphere1UnitSizeOnScreen to keep the TextAttached size similar on screen,
      regardless of how far is the scene. }
    TextAttachedScale := 100 / Sphere1UnitSizeOnScreen;
    TextAttached.Scale := Vector3(TextAttachedScale, TextAttachedScale, TextAttachedScale);
    
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New manual page “Managing States”, improved list of TCastleTransform descendants in manual

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zombie_fighter example
zombie_fighter example
  1. I created a nice documentation about managing states. Some of this information was already available, but scattered over the manual and not so clearly organized. The new page should serve as a clear documentation how states are supposed to be used.

  2. We have a nice list of TCastleTransform descendants with screenshots in the manual page about the viewport. This should serve as nice description “what I can put in a viewport”.

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Easily load UI in TCastleControl using TCastleControl.DesignUrl

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TCastleControl.DesignUrl

I added TCastleControl.DesignUrl and TCastleControl.DesignedComponent to easier load designed UI in TCastleControl, and even see the designed UI in Lazarus form inspector.

The short documentation is added to TCastleControl chapter.

Our engine examples examples/lazarus/model_3d_with_2d_controls and examples/lazarus/two_controls use it already.

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Vectors changes, to avoid a trap with modifying a temporary value

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Cthulhu high-poly model (4.5 million triangles) in glTF by TooManyDemons

We have made a significant change to how our vectors are declared. They now have X, Y, Z, W as fields (not properties), and the compiler will prevent you from falling into a trap of writing

Scene.Translation.X := Scene.Translation.X + 10;

Like in the below testcase:

uses SysUtils, CastleScene, CastleVectors;
var
  S: TCastleScene;
begin
  S := TCastleScene.Create(nil);
  S.Translation.X := S.Translation.X + 10;
  FreeAndNil(S);
end.

This has always been invalid code, as it potentially modifies a temporary value, not the actual Scene.Translation value. And even if it modifies the actual Scene.Translation value (under some optimization/compiler version), it bypasses the Scene.Translation property setter. This is documented in-depth in coding traps documentation page.

I recognized this was a significant trap when using CGE vectors, and changed the way vector is declared to make it impossible. From now on, this code will no longer compile. FPC prevents us from making this mistake.

This affects all our vectors and colors:

The change is mostly backward compatible (if your code was safe).

  • Some properties and methods remain as deprecated (so they will compile, for now, albeit with clear warning from a compiler): Data, Items properties,methods Init and NormalizeMe. We will completely remove them at some point in the future (we don’t like traps in API 🙂 ) so please follow the compiler warnings and adjust your code to not use them.

  • Setting fields X, Y, Z, W is now the only way to change the vector “in place” that works reliably and is not deprecated.

  • V[0] works but is read-only now. It is equivalent to V.X or V.AsArray[0].

  • Constructions that treat Data as an array will no longer work, as it is now an indexed property. So V1.Data := V2.Data should change to just V1 := V2.

  • Data is no longer a direct field, so V.Data[0] += 2 will no longer work. Change it to V.X += 2. If you really need by-index access, you can temporarily change it to V.Data[0] := V.Data[0] + 2 or V.InternalData[0] := V.InternalData[0] + 2 — these provide a quick upgrade path, although we recommend avoiding such constructions altogether in new code.

  • Constant declarations will need to change. Foo: TVector3 = (Data: (1, 2, 3)) should now be Foo: TVector3 = (X: 1; Y: 2; Z: 3).

The other records in CGE will soon follow with a similar redesign. The only way to change the record “in place” is by direct field access, not by some method or property setter. This means that compiler will prevent invalid operations. This applies to:

P.S. As usual with such posts, I had trouble selecting a screenshot. How do you visualize “vector API cleanup”? 🙂 So here’s a screenshot of view3dscene rendering glTF model of Cthulhu (model by TooManyDemons, distributed on SketchFab). The model is quite high-poly, done in ZBrush (4.5 million triangles, but it’s just s single mesh and it renders with 60 FPS).

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