Castle Game Engine 5.1.2 release (fixes to TCastleControl, tutorial, more)

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"Dragon Spine" running in an Android emulator

Castle Game Engine version 5.1.2 was just released! This release brings a couple of fixes and improvements to the engine.

  1. New useful events are published on TCastleControl:
    OnOpen: TNotifyEvent
    OnClose: TNotifyEvent
    OnBeforeRender: TNotifyEvent
    OnRender: TNotifyEvent
    OnResize: TNotifyEvent
    OnPress: TControlInputPressReleaseEvent
    OnRelease: TControlInputPressReleaseEvent
    OnMotion: TControlInputMotionEvent
    OnUpdate: TNotifyEvent

    These should be used to watch open/close of context, to watch key/mouse events and to perform continuous updates. For detailed documentation of them, see TCastleControlCustom reference.

    Some previously published stuff on TCastleControl is deprecated now and will be removed in next release (sorry, we have to break compatibility — this old stuff really doesn’t make much sense, all new code should use new events). Also, the deprecated OnPaint was fixed — just in case you’re using it (but please switch to using OnRender soon!).

  2. The beginning of the tutorial was much streamlined. We fixed some wording, removed a lot of useless info, and made the beginning of the tutorial really smooth. Now, you really quickly get to the “I made a 3D game!” stage 🙂

    Also, the tutorial chapter “Adding a simple moving object” was added.

  3. Also, as you probably see, the website got a total facelift, using HTML5 and Bootstrap style. Various pages and menus were rearranged to be more helpful. I hope you enjoy the new website — please leave a note in the comments 🙂
  4. You can save almost 0.7 MB from exe size by undefining CASTLE_EMBED_ALL_3D_FONT_VARIATIONS in some cases, see src/base/ for comments.
  5. Various testsuite fixes and improvements.
  6. Improve CastleCurves API, and also mark most of it as deprecated.
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Castle Game Engine 5.1.1 release (Spine, build tool, more), view3dscene 3.15.0 release

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Spine animation with female skin
"Dragon Spine" running in an Android emulator
GUI in Spine
Various Android applications developed using Castle Game Engine
Text with shadow
"Little Things" game on Android'
"Tasty Reflections" game on Android
Named animations on example Spine model
Named animations on Venice character
New selection indicator

We proudly present, after 7 months of work, the next official release of our engine:)

As usual, we also release view3dscene 3.15.0, our 3D/2D model browser and converter.

New features of the engine and view3dscene:

  1. Extensive support for Spine 2D models and animations. Spine is a great program to design 2D skeletal (but not only) animations for games. It can be used to design animated characters, backgrounds, GUIs… Our engine and view3dscene can now effortlessly load and play Spine JSON format.
  2. New build tool of Castle Game Engine, able to easily compile and package programs developed using our engine. Especially useful for Android, where it hides a lot of complications related to creating Android apk from your code.
  3. X3D Text node gets a new implementation, very fast, portable to OpenGLES (Android/iOS), and easy to use (shares tools and classes with 2D text rendering). You can also control whether it uses alpha blending or alpha test.
  4. Text can now handle international text (in UTF-8). texturefont2pascal can read font with extra international characters.
  5. Many improvements for 2D games. Besides Spine support, there’s also a comfortable T2DSceneManager and T2DScene. See castle_game_engine/examples/2d_spine_game/ for example of use.
  6. Many improvements for Android. See new tutorial page about developing mobile games. Try our “portable games skeleton” code in castle_game_engine/examples/portable_game_skeleton.
    Also Android emulator is working now with our programs.

  7. New X3D extensions (used by our Spine loader, but may also be useful for other purposes too):
  8. High-quality image scaling, using interpolation modes like Mitchell, Blackman, Lanczos, Gaussian. See TCastleImage.MakeResized and TResizeNiceInterpolation. The implementation uses excellent fcl-image library underneath.
  9. Named animations: Our engine detects named animations by looking at X3D TimeSensor node names. Name starting with “Animation_xxx” indicates an animation, with name “xxx”. Some converters (right now, our Spine to X3D conversion) follow this convention, so our engine immediately “knows” the Spine animation names and can play them. The benefits:
    • view3dscene displays a user-friendly menu in “Animation->Named Animations->…” to run animation by name.
    • TCastleScene offers a simple API for programmers to browse and run animation by name, see TCastleScene.PlayAnimation.

Also be sure to install on your Android device a demo of Castle Game Engine + Spine. It’s completely free of course, and the source code is one of the examples in Castle Game Engine sources.

“Dragon Spine” is also available for Windows or Linux. You can also watch the video!.

Check out also some games using Castle Game Engine:

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