Castle Game Engine 6.2

Cross-platform 3D and 2D game engine for Object Pascal. Extensible system of 3D objects, with out-of-the-box levels, items, intelligent creatures and more. Rendering and processing of 3D models in X3D, VRML, Collada and other formats. Latest graphic effects including shadows, shaders, mirrors, screen effects. Animation, collision detection, 3D sound.

Tags pascal objectpascal lazarus freepascal 3d engine x-window-system x11 opengl win32 ms-windows gtk firstpersonshooters fps
License GNU LGPL
State production

Recent Releases

6.219 Jun 2017 03:12 major feature: Trivially easy recompilation for iOS (through an XCode project). CommonSurfaceShader is our new "material on steroids" that allows to configure material by normalmaps, specular maps, shininess maps, ambient maps... Improved Blender exporter. Other build tool improvements, for all platforms. Other API and examples improvements: TSound.Offset, Sound/music player in examples/audio/audio_player_scrubber, STL format support, ray-tracer now supports textures and smooth normals, TCastleEdit.
6.0.222 Mar 2017 02:36 major bugfix: New features: sprite-sheet-to-x3d tool calculates the animations duration looking at the number of animation frames, influenced by the --fps= command-line option. New test_local_characters testcase. LoadAnimatedGifs to load GIFs. Better API around TextureProperties X3D node. Automatic gzip extension recognition for URLReadXML / URLWriteXML. Unix manpages for utilities. Bufixes: OpenGLES (mobile) fixes for Color and ColorRGBA nodes handling. Removed the proprietary Chartboost and Heyzap jar files from the distribution (packaged by accident). Fix reading X3D files with IMPORT.
6.018 Feb 2017 22:22 major feature: New user interface features: auto-scaling, parents, anchors, many new components and properties. New build tool features: automatic generation and usage of GPU-compressed and downscaled textures. Ability to compile with --mode=valgrind, to easily profile speed and/or memory usage with Valgrind. A large number of "Android package components", that provide an integration with various 3rd party Android libraries on Android (Google Play Games, In-app Purchases, sound libraries, ad networks, analytics, vibrations...). New castle-anim-frames format, with a Blender exporter, to export *any* animations from Blender to our engine.
5.2.005 Jul 2015 13:31 major feature: GPU texture memory profiler added. Various improvements around the texture GPU compression. New font rendering features: scale, outline, print in rectangle. TUIState to implement simple UI mode switching (with possible stack) in your games. New option android_project in our build tool to support custom Java and manifest code, to integrate with Google Games, biling, ads, analytics and anything else you want. Clean API to get/set X3D fields. Built-in handling of PNG format. Logging improvements on Windows GUI applications.
5.1.213 Jan 2015 23:41 minor feature: New useful events for developers added to the TCastleControl component. Possibility to make the exe smaller by avoiding embedding all font variations. Various testsuite fixes and improvements. Improved CastleCurves API, and also mark most of it as deprecated. Many improvements to the tutorial (the beginning gets you much quicker to a working 3D game), and new tutorial chapter "Adding a simple moving object". Website redesigned using HTML5 and Bootstrap with Disqus comment system.
5.1.130 Dec 2014 22:45 major feature: Spine 2D animations support. Build tool to easily compile and package games created by the engine. X3D Text node reimplemented. International text in UTF-8 supported. Many improvements for 2D games. New X3D extensions: NavigationInfo.blendingSort, CubicBezierXxx interpolators, TextureProperties.guiTexture, X3DSequencerNode.forceContinousValue_Changed. High-quality image scaling.