castle-engine
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Cross-platform (desktop, mobile, console) 3D and 2D game engine. Powerful visual editor. Support for glTF, X3D, Spine and more. Fast clean code using modern Pascal. Free and open-source.
Hi, I create a directory called castle-engine_examples_component_gallery. I made it a local Git repository. I copied the contents of castle-engine\examples\component_gallery into castle-engine_examples_component_gallery. I created a Github repository called castle-engine_examples_component_gallery. I...
Edit: Only happen when docking's enabled. Latest code from master branch System: Windows 10 with NVIDIA RTX 2060. Stack trace:  System information: ``` OpenGL information (detected by castle-editor): --------...
Currently CGE is relying on `glext` for desktop's modern OpenGL. The problem is that `glext` only support OpenGL up to 4.0 at the moment, mean we miss a lot of...
Refer to https://youtu.be/nq-_sU8vAlY for clear illustration of bug Comments from video explaining issue (repeated here for convenience - the middle one is MS's 3D Builder - the eyes look awful...
Sometimes it's a bit inconvenient, e.g. if other window is on top - there is no way to bring this one back up except for minimizing/closing all other windows. 
New physics available from editor and other improvements :) ## API Design Rigid body and colliders are now behaviors. They can be simply added to `TCastleTransform` or its descendant in...
On my fresh installed Kubuntu 22.04 castle-editor didn't start. In Konsole there were message `error while loading shared libraries: libgdk-x11-2.0.so.0: cannot open shared object file: No such file or directory`...
The issue still persists in latest build so I created this issue to keep things track. Run the LCL test in this repo for details: https://github.com/castle-engine/test_animation_change_without_blink
This PR adds new shadow volumes algorithms compatible wit OpenGL ES (works on mobile phones). Don't merge it now to master (a lot of code duplication for testing). ### Current...
Before this PR, when you set `TCastleTransform.Exists` to `False` assigned `TRigidBody` still exists. So this makes very funny bugs;) Before this PR you need set two `Exists` to `False`: ```...