"Castle Game Engine" is an open-source cross-platform 3D and 2D game engine.
We have many graphic features (physically-based rendering, shadows, mirrors, screen effects, gamma correction...) and support many data formats for game assets (glTF, X3D, Spine JSON, Collada, ...). We have many user-interface components, with a powerful viewport to display 3D or 2D content. We're cross-platform (desktop, mobile, Nintendo Switch).
See https://castle-engine.io/features.php for the complete list of engine features.
Documentation:
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The Getting Started page describes what to install and how to compile. See also the "Compiling" section below for a short version.
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Manual is the most recommended way to learn the engine.
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It is also available offline in the engine archive (if you downloaded the zip engine release), just open the file
doc/reference/index.html
in your WWW browser. -
Numerous examples are provided in the
examples/
subdirectory. For example take a look at a simple FPS game example in theexamples/fps_game/
subdirectory.
Questions? Talk to us on forum or Discord chat.
There are a couple of options. See the "Getting Started" page for details. In short:
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Use our Castle Game Engine Editor to design and build your applications. See https://castle-engine.io/documentation.php for a short introduction and https://castle-engine.io/manual_editor.php for details.
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Use our Castle Game Engine command-line build tool to build your applications. See https://github.com/castle-engine/castle-engine/wiki/Build-Tool .
The build tool and editor use the project settings from the CastleEngineManifest.xml file.
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Use Lazarus ( https://www.lazarus-ide.org/ ).
Install in Lazarus two packages:
- packages/castle_base.lpk and
- packages/castle_components.lpk
Also, compile (but don't install) this package:
- packages/castle_window.lpk
-
Use FPC fpmake / fppkg. See https://github.com/castle-engine/castle-engine/wiki/FpMake
The engine is available on the terms of LGPL >= 2 license with "static linking exception". This is the same license as used by FPC RTL and Lazarus LCL. In short, you can make commercial and closed-source games using the engine, you only have to share your modifications to the engine core. See COPYING.md for details.
Have fun!
This is the life project of Michalis Kamburelis.
Thank you to all the contributors for developing the engine with me throughout the years. Keep it going please :)