Difference between revisions of "Castle Game Engine"

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(Videos)
(Domain name changed to castle-engine.io)
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{{Castle_Game_Engine}}
 
{{Castle_Game_Engine}}
  
[https://castle-engine.sourceforge.io/ Castle Game Engine] is a cross-platform 3D and 2D game engine. We provide an easy and extensible API to create and manage 3D objects, with out-of-the-box levels, items, intelligent creatures and more. We support 3D models and animations in various formats, in particular [https://castle-engine.sourceforge.io/vrml_x3d.php very versatile VRML / X3D], but also Collada, Wavefront OBJ, and (especially nice for 2D animations) Spine JSON. Many graphic features are available, like shadows, bump mapping, mirrors, screen effects, shaders. The engine can be used to compile both standalone games (Linux, Windows, Mac OS X) as well as mobile games (Android, iOS).
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[https://castle-engine.io/ Castle Game Engine] is a cross-platform 3D and 2D game engine. We provide an easy and extensible API to create and manage 3D objects, with out-of-the-box levels, items, intelligent creatures and more. We support 3D models and animations in various formats, in particular [https://castle-engine.io/vrml_x3d.php very versatile VRML / X3D], but also Collada, Wavefront OBJ, and (especially nice for 2D animations) Spine JSON. Many graphic features are available, like shadows, bump mapping, mirrors, screen effects, shaders. The engine can be used to compile both standalone games (Linux, Windows, Mac OS X) as well as mobile games (Android, iOS).
  
 
Rendering is done through OpenGL or OpenGLES2. You can use Lazarus TCastleControl component, so that engine rendering can be a part of your normal Lazarus form. We also provide TCastleWindow class, specialized in creating windows with OpenGL context for games (with optional menu bars and dialog boxes, all without the need for LCL).
 
Rendering is done through OpenGL or OpenGLES2. You can use Lazarus TCastleControl component, so that engine rendering can be a part of your normal Lazarus form. We also provide TCastleWindow class, specialized in creating windows with OpenGL context for games (with optional menu bars and dialog boxes, all without the need for LCL).
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The engine is open-source --- the core engine may be used under GNU LGPL, with "static linking exception" like FPC RTL, so you can make both open- and closed-source games. Developed using a clean Object Pascal, for FPC/Lazarus.
 
The engine is open-source --- the core engine may be used under GNU LGPL, with "static linking exception" like FPC RTL, so you can make both open- and closed-source games. Developed using a clean Object Pascal, for FPC/Lazarus.
  
[https://castle-engine.sourceforge.io/features.php More complete list of engine features.]
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[https://castle-engine.io/features.php More complete list of engine features.]
  
 
[https://www.patreon.com/castleengine Please support the engine development on Patreon!]
 
[https://www.patreon.com/castleengine Please support the engine development on Patreon!]
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We have a lot of documentation about using the engine:
 
We have a lot of documentation about using the engine:
  
# [https://castle-engine.sourceforge.io/documentation.php Getting Started]
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# [https://castle-engine.io/documentation.php Getting Started]
# [https://castle-engine.sourceforge.io/manual_intro.php Manual]
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# [https://castle-engine.io/manual_intro.php Manual]
# [https://castle-engine.sourceforge.io/creating_data_intro.php Guide to creating game data]
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# [https://castle-engine.io/creating_data_intro.php Guide to creating game data]
# [https://castle-engine.sourceforge.io/apidoc/html/index.html API reference]
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# [https://castle-engine.io/apidoc/html/index.html API reference]
  
 
== Screenshots ==
 
== Screenshots ==

Revision as of 09:01, 3 March 2018

English (en) suomi (fi) français (fr)

Castle Game Engine is a cross-platform 3D and 2D game engine. We provide an easy and extensible API to create and manage 3D objects, with out-of-the-box levels, items, intelligent creatures and more. We support 3D models and animations in various formats, in particular very versatile VRML / X3D, but also Collada, Wavefront OBJ, and (especially nice for 2D animations) Spine JSON. Many graphic features are available, like shadows, bump mapping, mirrors, screen effects, shaders. The engine can be used to compile both standalone games (Linux, Windows, Mac OS X) as well as mobile games (Android, iOS).

Rendering is done through OpenGL or OpenGLES2. You can use Lazarus TCastleControl component, so that engine rendering can be a part of your normal Lazarus form. We also provide TCastleWindow class, specialized in creating windows with OpenGL context for games (with optional menu bars and dialog boxes, all without the need for LCL).

The engine can be used just as a set of units and components. You can also use the engine build tool to easily compile and package your games, e.g. for Android or iOS.

The engine is open-source --- the core engine may be used under GNU LGPL, with "static linking exception" like FPC RTL, so you can make both open- and closed-source games. Developed using a clean Object Pascal, for FPC/Lazarus.

More complete list of engine features.

Please support the engine development on Patreon!

Documentation

We have a lot of documentation about using the engine:

  1. Getting Started
  2. Manual
  3. Guide to creating game data
  4. API reference

Screenshots

VRML/X3D browser in Lazarus:

kambi vrml browser.jpg

FPS example game:

castle game engine fps game.jpg

Videos

See Castle Game Engine YouTube channel for all videos. Most interesting:

Enjoy! Author: Michalis Kamburelis