![]() More information about using the iOS port is on iOS development wiki page. Like on Android, rendering is done using OpenGLES 2.0, and most of the normal rendering features just work :) The engine is wrapped in a library controlled by the main iOS application. More information about using the Android port on the Android development wiki page. Reading from Android assets (files packed inside Android apk) is immediately available, just use URL like assets:/my_texture.png. Logging is also integrated with Android logging. The integration with Android is very comfortable - although the code is compiled in a library (controlled by the main activity) you still have normal message loop (so you can use modal functions like from CastleMessages unit). Most of the normal 2D and 3D rendering features are working under Android, including fun stuff like shader effects, screen effects (with depth, like SSAO), multi-texturing, cubemaps, fog. Works on any Android >= 2.3 with OpenGL ES 2.0. Using OpenGLES 2.0 and NativeActivity underneath. ![]() And, for fun, checkout also a new 1.2.0 release of Darkest Before the Dawn, a small scary game for Android, Linux and Windows - of course done using our engine. ![]() We also release view3dscene 3.14.0, our 3D model browser (packed with many graphic effects) and converter. We're proud to announce the release of Castle Game Engine version 5.0.0:) Castle Game Engine 5.0.0 release (Android, iOS, more), view3dscene 3.14.0 release May 1, 2014 ![]()
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