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Releases: castle-engine/castle-engine

Latest release of Castle Game Engine (Auto-Updated Snapshot)

31 Mar 02:02

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Scroll down and download the file for your platform from the Assets section.

Then follow the manual to learn how to use the engine.

The bin/ subdirectory contains compiled executables for all our tools, including our Castle Game Engine Editor (castle-editor) which provides an integrated environment to develop games (manage projects, design UI and scenes, build...).

Note: Ignore the date of this release shown by GitHub, which is far in the past now (31 Mar 2019). This snapshot release is being constantly updated, after it passes automatic tests, based on the commits to the "master" branch. The files available to download here always reflect the very latest engine version.

7.0-alpha.3 release: physics, blending, batching, shadows, Delphi (packages, Linux), UI masks, lots of editor UX, Android, iOS work, float textures, VS Code, Sketchfab, more...

21 Aug 02:59

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We are proud to present a big new release of Castle Game Engine, with lots of new features, improvements and fixes. The new engine version is available for download now.

The highlights of the release are below. For more details, see the full release notes. The number of this release, "7.0-alpha.3", is a signal that we’re on our road to the big 7.0 release (see the roadmap and plans and timeline).

This release is dedicated to the late Eugene Loza. I miss you, dear friend.

The most important highlights of this release are:

  • Physics. New components for colliders and rigid bodies, ability to run physics simulation in the editor, joints, layers, forces.
  • Many rendering improvements: Correct and automatic blending, both batching and occlusion culling easier to use and more powerful, fully modern rendering on new GPUs, better support for ancient systems with old GPUs.
  • Also OpenGLES (Android, iOS, Nintendo Switch) rendering supports now almost all desktop rendering features: shadow volumes, shadow maps, 3D textures, occlusion query, anisotropic filtering, meshes with 32-bit indexes.
  • Shadows using shadow volumes are trivial to activate. Work is under way to expose shadow maps through a trivial property as well.
  • Visual Studio Code integration. Our own VS Code "Castle Game Engine" extension with code completion and syntax highlighting for all Pascal code and easy building / running / debugging of Castle Game Engine projects.
  • Delphi integration improvements: TCastleControl available for VCL and FMX applications, Delphi packages with IDE support, Delphi Linux support and more.
  • Support for Tiled maps with a new component that is comfortable to use and efficient to render.
  • User Interface improvements: better default font, UI batching, image regions and 9-slices borders visually configurable, mask component.
  • Many editor UX improvements: modern color picker, unified tools to edit UI and transformations, wireframe view, "Change Class" menu action, Sketchfab Importer, finding components by name, multi-selection.
  • Improvements to views (formerly states): better API, automatic initialization of the published fields, opening the project greets you with UX to manage views.
  • Mobile improvements: lots of Android services improvements, Castle Model Viewer Mobile and more Android applications released on Google Play, lots of general Android and iOS fixes and improvements to make porting your games to mobile trivial, safe borders.
  • Loading and saving: cache, MD3 improvements, X3D 4.0 improvements, custom model formats registration, STL saving.
  • Inspector (press F8 / 3 fingers in a debug build of any project) improvements: tweaking boolean properties at run-time, hot-reloading at run-time to iterate on your graphics.
  • Float-based images (e.g. for precise terrains) full support at loading and rendering (formats: 16-bit PNG, float-based KTX, 16/32-bit TIFFs).
  • A lot of new documentation and examples. We in particular recommend 2 new tutorial articles introducing most important engine concepts: Bad way to play chess, aka 3D physics fun.

Support us

We appreciate your support on Patreon. There are also other ways to support us and if you’re a company, we’re open to cooperation (write to michalis@castle-engine.io). By 2024, Michalis, the lead engine developer, spent most of his life on the engine and doesn’t plan to stop. Moreover, Michalis now works on the engine full-time counting only on your support. So anything you can give is really appreciated!

Spread the word!

We don’t do much marketing. Because we suck at marketing. Help us -- spread the word about this new release! Post about it anywhere you can. Talk about it in your communities -- online or in the Real World. Tell your family about it (they really want to know). Reuse this news post and screenshots freely.

Have fun everyone and thank you for using the engine.

7.0-alpha.2 release: a lot of new components (lights, primitives), new cameras, terrains, sprite sheet editor, Delphi

12 Sep 00:02

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We are proud to announce the Castle Game Engine 7.0-alpha.2 release! After 18 months of intensive development since 7.0-alpha.1, we present a number of new features that upgrade the engine to a new level:

See the full release announcement news.

macOS beta

29 May 03:53

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macOS binary build of Castle Game Engine. Includes all CGE tools (castle-editor GUI editor, castle-engine command-line build tool) precompiled. Featuring Cocoa backend for TCastleWindow, automatic App Bundle creation, file associations and more goodies specifically for macOS.

See Castle Game Engine on macOS documentation.

For Macs using x64_64 architecture.

Remember that you need to install also FPC (to build applications). Most likely you also want Lazarus, a Pascal IDE.

FreeBSD snapshot

04 Apr 21:55

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FreeBSD build of Castle Game Engine. Includes all CGE tools (castle-editor GUI editor, castle-engine command-line build tool) precompiled.

For x64_64 architecture.

Remember to install also FPC and probably Lazarus in FreeBSD. FreeBSD has good ports for both of them: fpc, lazarus. You can also install them using fpcupdeluxe or compiling FPC/Lazarus from sources.

Pre-release of CGE 7.0: editor, glTF, Switch, sprite sheets, powerful and simpler API

06 Feb 04:46

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Castle Game Engine 6.4 release – physics, iOS services, shader pipeline upgrade, big API improvements (vectors, transform) and more

24 Feb 21:40

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We’re proud to announce Castle Game Engine 6.4 release! Castle Game Engine is a free, open-source game engine written in Object Pascal. We support both 3D and 2D games. We are cross-platform (desktop, Android, iOS — with the help of our own build tool and scalable user-interface components).

New features in 6.4 release are documented on https://castle-engine.io/wp/2018/01/21/castle-game-engine-6-4-release-physics-ios-services-shader-pipeline-upgrade-big-api-improvements-vectors-transform-and-more/ .