Support for PLY model format and InlineGeometry node
We support now loading models in PLY format, commonly used for 3D scanning and printing. We support all common variants, which means ASCII and binary with any endianness. We support both models with faces (loaded to ) and without (loaded to ).…
Posts by Castle Game Engine
PasDoc 1.0.0 release with with many features and fixes: modern HTML look, show source position, visibility of membes toggleable, show inherited members…
This a bit non-standard news post: I wanted to announce a new release of PasDoc, documentation generator we use to create Castle Game Engine API…
Tower Fight game by Phomm, various engine fixes (GTK 3 and Wayland, float textures and Skin and web, macOS editor…) and website updates
Phomm posted about a cool new game he made in our forum: Tower Fight - Samurai Arcade for testing math skills. Available for various platforms including web. I…
AI usage guidelines and thoughts updated, and… test of vibe-coding with Castle Game Engine
As most of us, I spend lately considerable amount of time researching and talking about AI implications (for coding and beyond). It's a big subject. The technology offers us various applications, and various…
Upgrade to GTK 3
We are upgrading our engine usage on Linux and FreeBSD from GTK 2 to GTK 3. Our installation instructions and scripts include now information to add GTK 3 packages. This is as simple as installing libgtk-3-dev package on Debian-based systems (including Ubuntu and Raspberry Pi).…
macOS improvements: work flawlessly on Apple Silicon (Aarch64), bundled with FPC, signed and notarized; Cocoa mouse positioning; fixes to OnDropFiles; universal binary support
We are proud to announce numerous improvements to how our engine works on macOS: As hinted in previous news, our macOS…
Engine downloads with "bundled FPC" for all platforms, castle-build-ci to easily use CI with our engine, Woodpecker (Codeberg) CI examples and impressions
December news (unlimited skin joints on shaders, PointProperties), and plans for 2026 (next release, signpath, better macOS Silicon, shadow maps…)
Hello everyone! I hope you have a peaceful time at the end of December and spend it doing what you love -- whether it means developing games, or…
November improvements: huge animation upgrade, guidelines about AI usage, Codeberg mirror, various fixes
We have a few things to report from November. Enjoy 🙂 We have merged a big branch with numerous improvements to our animation handling (skinned animation and other). The important new…
Various October Improvements – VS Code and VS Codium, Google Play 16k requirement, Nintendo Switch update
We released a new version (1.6) of our extension to integrate with VS Code: We fixed how it detects OS on win64. This in turn fixes Code Completion, jumping to declaration and other LSP…
KTX support improvements, ability to load images faster
Our support for the KTX image format was greatly improved, to make it the best format for images (in some cases -- when you don't care about image size on disk, but care about loading time). Note that the post below discusses various details,…
Demo how to distribute web application with encrypted data
We present a demo showing how you can keep your web application data encrypted (with decryption key embedded in your application code). By default, when you build a web application, the data is packed into a ZIP file, and a person that…
IFC support in Castle Game Engine
We've been extending in recent months our IFC support. I talked about it at conference in Germany and I will talk about it at conference in Poland next week 🙂 General overview of what IFC is about: You can open, save and manipulate 3D models in the IFC format.…
September engine progress: IFC, web, CastleHttps, VS Code debugging, zen mode, X3D 4.0 4.1, downloads mirror
This was a busy month, with lots of engine work and also a great conference in Germany organized by Sorpetaler. Let me then announce a bag of engine improvements and news all across the…
Castle Model Viewer available on iOS, Android version updated too
We have released Castle Model Viewer Mobile on iOS (iPhone, iPad) and you can get it right now from the App Store! Open this link to the AppStore on your iPhone/iPad, or just search for "Castle Model Viewer" in the AppStore. We're…
Ton of mobile (iOS, Android) improvements: iOS + OpenGL3, Google Play Biling upgrade, shadow maps precision, more
As we're preparing to release Castle Model Viewer on iOS, we've done a number of improvements to our mobile support for both iOS and Android: With big thanks to Jan Adamec, we have:…
Enjoy new examples: 3d_games/walking_adventure, 3d_games/dungeons_and_skeletons_fight and more
We did some rearrangement of our examples, to showcase better engine features and some good demos. First of all, we now have 3d_games and 2d_games subdirectories in our engine examples. The names…
New example: get random image using Unsplash REST API
We have a new example in our repository: examples/network/random_image_from_unsplash. This shows using our to access Unsplash API and ask for a random image matching a given search term (like a "cute fox"). The main part of the example is the…
Android: Updated applications (Castle Model Viewer, Platformer…) in Google Play, on the engine side: upgraded Google Play Services to v2 and Android SDK to 35
Castle Model Viewer for Android version 2.8 has been released! This brings: Support for IFC format right in our mobile viewer. Small UI…
Lazarus packages: moved, renamed
We did a few moves and renames to our Lazarus packages. After upgrading to the latest engine version, be sure to run again "Register Lazarus Packages" button (from the "Preferences -> FPC and Lazarus" in our editor, as documented in our Lazarus docs). Note that the…
14 engine improvements from June/July — window sizing docs, TCastleAbstractPrimitive and TCastleImageTransform extensions, cubemaps and 3D textures in all texture slots, VS Code integration improved, rendering optimizations…
Presenting a big batch of engine improvements done last ~month. Lots of…
More scenes are shadow casters for shadow volumes out-of-the-box, because of the auto-detection of 2-manifold scenes
(Yes, it's a 3rd news about Castle Game Engine in 3 days. More to come -- we have a backlog of things to announce! Brace yourselves 🙂 ) We introduced an algorithm to detect…
Register for the upcoming Pascal Conference in Germany (Early Bird price until 31.07)
I will be at the Pascal Conference 2025 in Germany, on September this year. And you can be there too 🙂 The schedule is announced at the conference site. A number of great people, influential in both FPC and…
Delphi advancements: groundwork for more platforms (Android, macOS, iOS), Castle Model Viewer + Delphi, cli Delphi tools on macOS, fixes for C++ Builder, Delphi 64-bit IDE
We have a few treats for Delphi users in this post: Base engine units (but not yet rendering!) are now compatible with more…
Support for new Tangent node in X3D, with vectors as 4D, better aligned with glTF
The short version of this post, if you don't want to go into technical details, is that one aspect of using bump mapping is now better in Castle Game Engine. Our data transfer and logic is more efficient and more…
URL improvements: castle-config:/ protocol, use UriExists and FindFiles on any URL (including e.g. zip), TCastleMemoryFileSystem
We present a number of improvements to our URL system, which is the basis for all engine resource loading and saving: We introduced castle-config:/ URL protocol, to save…
Slides and example from Delphi Day 2025 presentation and after-thoughts (Afterwarp, shadow maps, BGFX and deferred rendering)
I'm traveling back home after enjoying Delphi Day 2025 in Piacenza. I think I've made a nice presentation about the engine features. Slides are available here and one new…
Shaders! Large new documentation how to use shaders with Castle Game Engine, and new “shader libraries” (for now: to convert worldeye space comfortably), and new SetEffects methods
We've done a number of improvements to our shaders support, and it starts with one big thing: We have a new…
Game controllers (gamepads, joysticks) – new comfortable API, and example of walking and talking using gamepad from Delphi Summit 2025
We're proud to present a completely new comfortable API to handle game controllers (which includes gamepads, joysticks and similar devices). Everything is…
Meet me in Netherlands (Amsterdam), Italy (Piacenza), Germany (Sundern) at the upcoming Pascal conferences
As many of you know, I looove talking about Castle Game Engine and our many features. But my wife, though she loves me dearly, eventually says "enough" 🙂 So I learned to travel around the…