castle-engine
castle-engine copied to clipboard
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.
When castle engine renders that scene [player.zip](https://github.com/castle-engine/castle-engine/files/10138121/player.zip) CPU usage about 70%-100% I tested that scene also in GODOT engine, and there i got maximum 7% of CPU. Linux grabli66-5201001ru 5.15.78-1-MANJARO...
On Debian 11. 
I have a group of 3D models in glb format that if I manually load each model from the editor and assign the "ExposedTransform" everything works correctly, but if I...
just got Effekseer for Android working so here my non-official integrated service for the build-tool.. now the Example from Kagamma (https://github.com/Kagamma/cge-effekseer) works OOTB :-)
# Ticket https://discord.com/channels/389676745957310465/1105477501330931712/1225052612337078332 # Description Currently, the detection only works on the env-var, however, if it can support `/Application/xxx` detection, that should make things easier. 
And it should build either universal binaries, or at least for current platform -- so on M1 it will build binary for Aarch64.
So I was just trying mesh_update and wanted to change the defaults to always use Shader and an 8192x8192 grid (grid takes a while with that many - notable that...
I notice that PasGLTF is read/write so this feature is desirable and appears already possible (to an extent?) x3d files are massive while glb would be a lot more reasonable
When a component (`TCastleImageControl`) is inside of a `TCastleScrollView` (maybe `EnableDragging=true` matters) it doesn't seem to receive any `OnRelease` events, while `OnPress` works correctly. Minimal Reproduction: [on-release-castlescrollview.zip](https://github.com/castle-engine/castle-engine/files/14768320/on-release-castlescrollview.zip) When image pressed...