Releases: castle-engine/castle-engine
Latest release of Castle Game Engine (Auto-Updated Snapshot)
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...
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
publishedfields, 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
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:
- Sprite Sheet editor
- Many new components in the viewport - primitives, text, image, reference
- Font components
- Sound components, ability to design spatial sounds in editor
- Lights components
- Background (gradient, skybox)
- Fog
- New camera and navigation handling - much more natural, camera is a transformation and can have children and be a child of something else
- Components to visualize terrains
- Tested and documented how to use engine with GitHub Actions, GitLab CI, Jenkins
- Build Debian packages for your project
- Delphi support!
- Numerous smaller editor improvements, like double-clicking to open Pascal files at proper file and proper line
- glTF improvements: step interpolation, cameras fix, normal scale handling, ability to pick a subset of glTF
- Inspect your game hierarchy and logs at runtime — just press F8
- Integration with Vampyre Imaging Library
- Android building improvements
- macOS improvements: Cocoa backend in TCastleWindow and more
- A lot of documentation upgrades
See the full release announcement news.
macOS beta
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.
- You can install them using Lazarus for macOS.
- You can install them using package manager like Homebrew: FPC in Homebrew, Lazarus in Homebrew
- You can also install them using fpcupdeluxe or compiling FPC/Lazarus from sources yourself.
FreeBSD snapshot
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
Pre-release of Castle Game Engine 7.0. Summary of changes (since CGE 6.4):
- CGE editor
- glTF 2.0 full support and realistic rendering upgrades
- Nintendo Switch
- Better API for viewports and cameras in
TCastleViewport - Third-person navigation (with avatar)
- TCastleDownload class, to make asynchronous (non-blocking) downloading
- Load sprite sheets and images to TCastleScene
- Big user interface classes improvements
- Easy serialization of components as JSON
- CastleSettings.xml file support
castle-data:/protocolTCastleBehaviorto enhanceTCastleTransformfunctionality likeTCastleBillboardorTCastleSoundSource- Many optimizations and profiling features
- New screen effects API
- Easy mirrors on flat surfaces
- Localization
- Animation blending improvements
- Many new notable examples
- Android support for Arm64, many new services, upgrades to build infrastructure
- iOS vibrations, GPU compression, IPA building, new services
- Physics detecting collisions, settings and triggers
- Sound backends, FMOD backend, LoopingChannel, sound streaming
The more complete list of changes is here. Even that longer list is just a summary — just browse our news to know all the details.
Castle Game Engine 6.4 release – physics, iOS services, shader pipeline upgrade, big API improvements (vectors, transform) and more
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/ .