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Incoming features in the next release (7.0) are documented here.
More visual editor.
Extend our editor.
Add gizmos to manipulate (translate / rotate / scale) 3D and 2D objects inside a viewport / scene manager.
Make the "files browser" at the bottom more useful (allow to drag assets onto a design).
Cover all use-cases mentioned in original post about the editor:
Delphi compatibility (was planned for 6.6 release, postponed to 6.8).
Already started, see here.
If you want to help in this effort by coding:
The suggested approach is to extend the existing "examples/delphi/base_tests/base_tests.dpr" to use more and more CGE units, fixing any Delphi compatibility that occurs (e.g. XML units, JSON units etc.).
The order of adding units can folow the map of dependencies. So first we make sure all/most from "base" compiles, then "files", then "images", then "fonts"...
Once we get to CastleUIControls unit compiling, we can implement TCastleControl on VCL and/or FMX, and actually display something.
Load glTF more efficiently to GPU.
We should read meshes in a way that keeps binary layout of data in glTF, so that it is ultra-fast to load, and it is loaded almost straight from glTF to GPU.
Some modifications to CGE may be required here (CastleGeometryArrays will have to be made more flexible for this). New X3D nodes should be introduced, like
BufferGeometry (same as X3DOM?).
We should also perform skinning fully on GPU, avoiding
CoordinateInterpolator done on CPU.
More integration with physics engine. The details are listed in the manual about physics.
Release mobile view3dscene (as Android and iOS application)
This is almost done, thanks to Jan Adamec. We need to release it :)
Associated with X3D and other 3D / 2D formats that the view3dscene (and Castle Game Engine) handles. Available in the App Store / Google Play Store. For free or for 1 USD (not sure yet; but definitely without ads, I really dislike ads).
Continuous integration (Jenkins) for free for all open-source projects.
We have a Jenkins + Docker infrastructure to compile and test CGE, and CGE-based applications. I want to finish some stuff there and make it publicly accessible, and free for open-source projects.
Easily design a height map (X3D ElevationGrid node, with trees, rocks, grass). Saved and loaded as an X3D file.
Implementing this feature will most likely be split into a couple of small releases:
Edit the heights.
Edit the grass and trees and rocks.
Efficiently render huge amounts of grass and trees and rocks.
Implement nice shaders to show it, like this BareGame example.
What we have now: The engine includes a unit
CastleTerrain to generate terrains in various ways (most notably, from smoothed random noise). We have
examples/terrain/ demo to play around with it. We have the "Wyrd Forest" game that also uses
CastleTerrain, and also includes a simple editor of terrain settings.
What we need: Visual, interactive editor for the
ElevationGrid (the thing you get from
TTerrain.Node call). To make hills, valleys in a comfortable way. And comfortably plant there stuff (rocks, grass, trees...).
VR / AR
Android Cardboard? And/or other VR devices — depending on demand, and our access to the test devices.
Ready components to replicate data over the Internet
Allowing to trivially get multi-playter functionality in your games.
Maybe Metal renderer. Only maybe, as it's an API used by only one platform — iOS. So far, OpenGLES serves us good on iOS. In practice, this depends on the future, how much will Metal matter in a few years.
Maybe Direct3D renderer. Only maybe, as it's an API used only on Windows. So far, OpenGL serves us good. The rare platforms where OpenGL had problems on Windows are 1. really old right now (really old Intel GPUs), 2. we can consider using an OpenGLES->Direct3D bridge, like ANGLE, for them.
Help with this is most welcome. We have a simple example code that shows how you can start a new renderer: see new_renderer_skeleton.lpr. So get the engine from GitHub, and start changing the
new_renderer_skeleton.lpr. Just fill the
Make TCastleScene, T3DTranform and friends to be special X3D nodes
This would make the whole scene manager a single graph of X3D nodes, allowing for more sharing in code. The T3DTranform would be just like TTransformNode, but a little diferently optimized (but it would become toggable).
Distance field fonts
WebGL (HTML5) support
This is already possible — since pas2js supports WebGL, and has generics and
Generics.Collections unit, and in general should be able to consume CGE code. It remains to actually do it, i.e. give our code to pas2js and go through all necessary changes. See this news post.
Another future possibility is to use FPC to recompile to WebAsembly (through LLVM or direct WebAsembly backend, both are in progress in FPC).
With a designer.
Maybe following the X3D "particle system" component, so it will be saved and loaded as an X3D file.
Note: My highest priority is to have particle system that has a great visual designer. Having something conforming to X3D "particle system" component would be great, but it is not highest priority. Having the visual designer available in CGE editor would also be great, but it is not the most critical priority.
My current probable approach is to develop own particle system, within CGE editor, based on X3D "particle system" and extending it freely as I need. But other approaches may be possible.
Example usage: blood, snow, rain, fire, smoke... 2D, 3D.
It would be nice to be able to export Blender particle engine to it, but possibly it's not really doable (different particle physics in Blender than X3D, we should go with own designer following more X3D).
(Note that we already have 2D particle system in CGE, see cge-2d-particle-emitter by Kagamma)
Make a demo showing how to use Castle Game Engine together with RNL - a real-time network library, in Pascal, very suitable for games, by Benjamin Rosseaux.
Make 100% rendering features available on OpenGLES too.
Use Cocoa under macOS
We already have a native look and feel, and easy installation, under macOS by and using LCL with Carbon or Cocoa on macOS. Our programs do not have to use X11 and GTK under macOS.
However, the current solution is not optimal. Carbon is deprecated and only 32-bit (so memory is limited). Cocoa is not stable in LCL yet. Depending on LCL has it's own problems (mouse look is not smooth with LCL message loop).
The proposed task is to implement nice Cocoa backend
CastleWindow unit. You can of course look at LCL implementation
of Cocoa widgetset, but I expect that we can implement it muuuch simpler
(and more stable) as CastleWindow backend.
Contributions are welcome.
This is an easy and rewarding task for a developer interested in macOS.
API improvement: Make
TCastleViewport.MainScene not necessary.
In the future, everything should be possible without assigning
TCastleViewport.MainScene property should be deprecated,
later it should be ignored, and later it should be removed.
Currently, the engine requires you to assign scene to
to achieve some features. For example:
To have some X3D lights shining on all
scenes, these lights should be in
To use a
Fog X3D node,
this node needs to be inside
The initial camera position may be derived from
All these features should have a different solution, that doesn't require marking any scene as "main". This is not a trivial job, and it needs case-by-case solutions. For example (addressing above examples):
Every scene could have a Boolean property like
The editor could allow to point a specific
node to be currently used (which could come from any X3D scene).
The initial camera position can already be given in various alternative ways.
API improvement: CreatureCreatures / CastleResources / CastleLevels / CastleItems / CastlePlayer should be replaced with a better API.
These 5 units (CreatureCreatures / CastleResources / CastleLevels / CastleItems / CastlePlayer) expose a high-level API, that sits on top on existing classes (like TCastleScene and TCastleTransform). But I am not 100% happy with their API. Reasons:
The API is too specialized at some points (3D games with creatures / items pickable),
It is confusing how it maps to API underneath (e.g. TPlayer somewhat controls the TCamera).
Gradually I will want to express their features in different ways, in ways that are more closely and obviously connected with TCastleScene / TCastleViewport / TCamera. Basically, I'm very happy with current API of TCastleScene and TCastleTransform, and I want to make it more obvious how it is related to creatures/placeholders and other concepts introduced in CastleLevels and CastleCreatures and CastkeResources. Currently they use TCastleScene and TCastleTransform inside, but the relationship is non-obvious.
It's not going to happen any time soon, but it will happen gradually, over the course of next 1 or more years. That is, some of the features of the 5 units mentioned above will become available in other ways too (more flexible, and more obviously connected to TCastleScene).
I know this sounds vague, because I have not yet clarified these plans in my head:) These 5 units *are* useful, they provide various features on top of TCastleScene. I'm not going to just "ditch" them or even deprecate them, before I made a better API that also has these features. For example:
New TCastleScene.Load should be able to take a callback (or some class instance) to easily perform the "placeholders" functionality of TLevel.Load in a flexible manner (user can decide what to replace with what).
There will be TCastleSceneView that provides part of the functionality of T3DResource (multiple TCastleSceneView share a single TCastleScene but can show different animation frame of it), but without some often-unnecessary "baggage" from T3DResource (like refcounting of T3DResource, and it's special Prepare/Release methods).
It should be possible to add an A.I. (like TWalkAttackLogic) to any TCastleTransform instance.
I know I want to go in this direction. Based on the questions (including on Discord) I see that the API of these 5 units is not clear to people. It wraps TCastleScene / TCastleViewport / TCamera, but in ways that are not obvious, and that is something I want to improve.
Again, bear in mind that it will not happen any time soon :) You can safely and happily use these units, probably for a few years to come.
But it is something I think about for the future, and it may explain some of my decisions. E.g. that is why I don't plan special integration of TCastleCreature with castle-editor. Instead I want to enable you to add future TWalkAttackLogic to any TCastleTransform one day. And thus we will have "easy creatures" in CGE but with more flexible API.
Bridge TGLImage with TCastleScene, enable drawing UI into TCastleScene, to have UI rotated in 3D with perspective.
Copyright Michalis Kamburelis and other Castle Game Engine developers.
Thank you to Paweł Wojciechowicz from Cat-astrophe Games for various graphics.
This documentation is also open-source and you can even redistribute it on open-source terms.