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Mailing lists / fpc-pascal / 2013-01

[Announcement] Castle Game Engine 4.0.0 release for FPC game developers

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Michalis Kamburelis

Hi,

I would like to announce a release of Castle Game Engine 4.0.0, an open-source cross-platform 3D game engine for Object Pascal (only FPC/Lazarus):

http://castle-engine.sourceforge.net/news.php?id=release-4.0.0

I'm letting myself post an announcement to lazarus and fpc-pascal mailing lists, as this engine release is really directed at ObjectPascal developers: we finally have a nice high-level game engine API, it's possible to make a 3D game really trivially easy, and everything is also very flexible. We also have a lot of new engine documentation (tutorial, classes overview etc.) and useful examples.

The engine reads many 3D model formats, focusing on VRML/X3D standards (so you can make 3D models in pretty much every 3D modeling software), but also supporting Collada and other popular formats. We use OpenGL for graphics, and we have many eye-candy features (shadows, mirrors, bump mapping, screen effects, shaders etc.). The engine is basically integrated into Lazarus (you can drop TCastleContol, and a couple of non-visual components, on the Lazarus form), although it can also be used without LCL (we have our own TCastleWindow). The engine license is modified LGPL (same license as FPC RTL), so you can make both open- and closed-source games with it.

We welcome developers that want to use our engine, and/or contribute of course :) If you want to make a game using our engine, give it a try :)

Links to downloads and documentation are on

http://castle-engine.sourceforge.net/engine.php

Links to our tools and old games are on the main page, http://castle-engine.sourceforge.net/ .

Regards,
Michalis

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Michael Van Canneyt
to Michalis Kamburelis
Michalis Kamburelis wrote 14 lines
Hi, I would like to announce a release of Castle Game Engine 4.0.0, an open-source cross-platform 3D game engine for Object Pascal (only FPC/Lazarus): http://castle-engine.sourceforge.net/news.php?id=release-4.0.0 I'm letting myself post an announcement to lazarus and fpc-pascal mailing lists, as this engine release is really directed at ObjectPascal developers: we finally have a nice high-level game engine API, it's possible to make a 3D game really trivially easy, and everything is also very flexible. We also have a lot of new engine documentation (tutorial, classes overview etc.) and useful examples.

Pretty impressive. Keep up the good work !!

Michael.

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Victor Matuzenko
to Michalis Kamburelis: I would like to announce a release of Castle Game Engine 4.0.0, an open-source…

Hi,

I have tried to compile it under Windows XP with «make all», and got the errors:

fpc fpmake.pp
Free Pascal Compiler version 2.6.0 [2011/12/25] for i386 Copyright (c) 1993-2011 by Florian Klaempfl and others Target OS: Win32 for i386
Compiling fpmake.pp
Linking fpmake.exe
264 lines compiled, 0.4 sec , 268032 bytes code, 67084 bytes data 'Running fpmake. If this fails saying that "rtl" is not found, remember to set FPCDIR environment variable, see http://wiki.freepascal.org/FPMake.' ./fpmake
Start building package castle-game-engine for target i386-win32. The installer encountered the following error:
External command "fpc -Twin32 -FUunits\i386-win32
-FuC:\FPC\2.6.0\units\i386-win32\rtl
-FuC:\FPC\2.6.0\units\i386-win32\opengl
-FuC:\FPC\2.6.0\units\i386-win32\fcl-base
-FuC:\FPC\2.6.0\units\i386-win32\fcl-image
-FuC:\FPC\2.6.0\units\i386-win32\fcl-xml
-FuC:\FPC\2.6.0\units\i386-win32\fcl-process
-FuC:\FPC\2.6.0\units\i386-win32\pasjpeg "@castle-fpc.cfg" -viq src\opengl\windows\castleglwindowsfonts.pas" failed with exit code 1. Console output:
Free Pascal Compiler version 2.6.0 [2011/12/25] for i386 Copyright (c) 1993-2011 by Florian Klaempfl and others Target OS: Win32 for i386
Compiling src\opengl\windows\castleglwindowsfonts.pas castleglwindowsfonts.pas(81,22) Error: Incompatible types: got "LongWord" expected "TWinCharSet"
castleglwindowsfonts.pas(85,4) Error: Wrong number of parameters specified for call to "Font2OutlineFont"
castleglwindowsfonts.pas(86,36) Error: Incompatible type for arg no. 1: Got "Pointer", expected "TOutlineFont"
castleglwindowsfonts.pas(96,23) Error: Identifier not found "FreeMemNilingAllChars"
castleglwindowsfonts.pas(119,22) Error: Incompatible types: got "LongWord" expected "TWinCharSet"
castleglwindowsfonts.pas(123,4) Error: Wrong number of parameters specified for call to "Font2BitmapFont"
castleglwindowsfonts.pas(124,35) Error: Incompatible type for arg no. 1: Got "Pointer", expected "TBitmapFont"
castleglwindowsfonts.pas(134,23) Error: Identifier not found "FreeMemNilingAllChars"
castleglwindowsfonts.pas(137,4) Fatal: There were 8 errors compiling module, stopping
Fatal: Compilation aborted
Error: C:\FPC\2.6.0\bin\i386-Win32\ppc386.exe returned an error exitcode (normal if you did not specify a source Compiling
src\opengl\windows\castleglwindowsfonts.pas
file to be compiled)

I downloaded archive castle_game_engine-4.0.0-src.zip from website:

C:\private\downloads>ls -la castle_game_engine-4.0.0-src.zip -rw-rw-rw- 1 user group 84437682 Feb 1 16:34 castle_game_engine-4.0.0-src.zip
C:\private\downloads>md5 castle_game_engine-4.0.0-src.zip 4051349fba05831f72ad73d8bd61d554 *castle_game_engine-4.0.0-src.zip

What's wrong?

26.01.2013 23:22, Michalis Kamburelis пишет:

Show quoted text 42 lines
Hi, I would like to announce a release of Castle Game Engine 4.0.0, an open-source cross-platform 3D game engine for Object Pascal (only FPC/Lazarus): http://castle-engine.sourceforge.net/news.php?id=release-4.0.0 I'm letting myself post an announcement to lazarus and fpc-pascal mailing lists, as this engine release is really directed at ObjectPascal developers: we finally have a nice high-level game engine API, it's possible to make a 3D game really trivially easy, and everything is also very flexible. We also have a lot of new engine documentation (tutorial, classes overview etc.) and useful examples. The engine reads many 3D model formats, focusing on VRML/X3D standards (so you can make 3D models in pretty much every 3D modeling software), but also supporting Collada and other popular formats. We use OpenGL for graphics, and we have many eye-candy features (shadows, mirrors, bump mapping, screen effects, shaders etc.). The engine is basically integrated into Lazarus (you can drop TCastleContol, and a couple of non-visual components, on the Lazarus form), although it can also be used without LCL (we have our own TCastleWindow). The engine license is modified LGPL (same license as FPC RTL), so you can make both open- and closed-source games with it. We welcome developers that want to use our engine, and/or contribute of course :) If you want to make a game using our engine, give it a try :) Links to downloads and documentation are on http://castle-engine.sourceforge.net/engine.php Links to our tools and old games are on the main page, http://castle-engine.sourceforge.net/ . Regards, Michalis _______________________________________________ fpc-pascal maillist - http://lists.freepascal.org/mailman/listinfo/fpc-pascal
Victor Matuzenko (Виктор Матузенко)

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Michalis Kamburelis
to Victor Matuzenko
Victor Matuzenko wrote 5 lines
Hi, I have tried to compile it under Windows XP with «make all», and got the errors:

[...]

Compiling src\opengl\windows\castleglwindowsfonts.pas castleglwindowsfonts.pas(81,22) Error: Incompatible types: got "LongWord" expected "TWinCharSet"

A bug slipped into the release, unit castleglwindowsfonts.pas didn't compile. You can either:

1. Comment out the line

   P.Targets.AddUnit('castleglwindowsfonts.pas');

inside fpmake.pp. This unit is not used by anything else, so everything will still compile and work Ok.

2. Or use latest engine 4.0.1 release, where this was corrected :) Download link is from the usual page
http://castle-engine.sourceforge.net/engine.php .

Background: The CastleGLWindowsFonts unit is a little obscure, it was not used by any example program, it's not part of Lazarus packages and it's Windows-specific --- that is why this bug went unnoticed, I didn't test fpmake compilation on Windows. In 4.0.1 this is fixed, and the unit is also tested by one example program, so this bug will not happen again :)

Regards,
Michalis

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