# Uncategorized

**URL:** https://forum.castle-engine.io/c/uncategorized/1.md?page=1

[Latest](https://forum.castle-engine.io/latest.md) · [Categories](https://forum.castle-engine.io/categories.md)

**Page:** 2

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## [Obfuscation of code and assets](https://forum.castle-engine.io/t/obfuscation-of-code-and-assets/741)

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**Author:** [@mokatun](https://forum.castle-engine.io/u/mokatun)\
**Replies:** 12\
**Last updated:** [October 18, 2025, 10:56pm UTC](https://forum.castle-engine.io/t/obfuscation-of-code-and-assets/741 "2025-10-18T22:56:35Z")

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hello everyone, I am just starting with Castle Game Engine and Pascal! A new language I am willing to learn :sweat\_smile: I have one question before diving deeper with the engine (I have followed the documentation code…

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## [Question about .castle-image format](https://forum.castle-engine.io/t/question-about-castle-image-format/2038)

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**Author:** [@DiggiDoggi](https://forum.castle-engine.io/u/DiggiDoggi)\
**Replies:** 2\
**Last updated:** [October 18, 2025, 8:20pm UTC](https://forum.castle-engine.io/t/question-about-castle-image-format/2038 "2025-10-18T20:20:59Z")

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Hello there! I haven’t had a chance to download and test the “Skinned animation on GPU” branch yet. However, form a rather quick look I see the introduction of .castle-image. My question #1 is: Does this file format sa…

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## [\[solved\] Word Loading is repeated in the unit castledownload\_asynchronous.inc in the procedure TCastleDownload.Start](https://forum.castle-engine.io/t/solved-word-loading-is-repeated-in-the-unit-castledownload-asynchronous-inc-in-the-procedure-tcastledownload-start/1871)

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**Author:** [@hal09](https://forum.castle-engine.io/u/hal09)\
**Replies:** 1\
**Last updated:** [October 4, 2025, 2:19pm UTC](https://forum.castle-engine.io/t/solved-word-loading-is-repeated-in-the-unit-castledownload-asynchronous-inc-in-the-procedure-tcastledownload-start/1871 "2025-10-04T14:19:29Z")

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Hellow whene use LogAllLoading and load Something i have log like this Loading: Loading “file …” word Loading is repeated castledownload\_asynchronous.inc at TCastleDownload.Start if LogAllLoading then Writel…

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## [\[solved\] VS code extension No longer avaliable](https://forum.castle-engine.io/t/solved-vs-code-extension-no-longer-avaliable/2025)

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**Author:** [@BlueIcaro](https://forum.castle-engine.io/u/BlueIcaro)\
**Replies:** 4\
**Last updated:** [October 4, 2025, 12:15pm UTC](https://forum.castle-engine.io/t/solved-vs-code-extension-no-longer-avaliable/2025 "2025-10-04T12:15:02Z")

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Hello, Just I open my VS code, and I find a warning, which says that this extension is no longer available at marketplace. What happened? /BlueIcaro

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## [\[solved\] Unable to download the game engine](https://forum.castle-engine.io/t/solved-unable-to-download-the-game-engine/2022)

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**Author:** [@Kiter](https://forum.castle-engine.io/u/Kiter)\
**Replies:** 6\
**Last updated:** [September 29, 2025, 3:11pm UTC](https://forum.castle-engine.io/t/solved-unable-to-download-the-game-engine/2022 "2025-09-29T15:11:32Z")

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Hello there. I am a beginner and english is not my first language so i apologise in advance. I recently got into coding and chose object pascal as my first programming language and think it is awsome. I wrote a chess app…

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## [Using Material Combiner in Blender to Optimize for CGE](https://forum.castle-engine.io/t/using-material-combiner-in-blender-to-optimize-for-cge/2020)

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**Author:** [@hal09](https://forum.castle-engine.io/u/hal09)\
**Replies:** 0\
**Last updated:** [September 20, 2025, 4:59pm UTC](https://forum.castle-engine.io/t/using-material-combiner-in-blender-to-optimize-for-cge/2020 "2025-09-20T16:59:16Z")

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I tested the Material Combiner addon in Blender to create a Texture Atlas, and the results are great. Before, each player used 2–6 materials which caused many draw calls. Now each player has only one material. Benefi…

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## [Installation and programming in C++ Builder](https://forum.castle-engine.io/t/installation-and-programming-in-c-builder/1965)

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**Author:** [@Zat](https://forum.castle-engine.io/u/Zat)\
**Replies:** 2\
**Last updated:** [July 25, 2025, 5:07pm UTC](https://forum.castle-engine.io/t/installation-and-programming-in-c-builder/1965 "2025-07-25T17:07:32Z")

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Hello everyone in the community! The other day I decided to try to install the engine in the C++ Builder 12.3 environment. It was a surprise for me that such an engine appeared in this environment. At the moment, I am s…

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## [4170 free icons for your games and 3d Assets](https://forum.castle-engine.io/t/4170-free-icons-for-your-games-and-3d-assets/1974)

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**Author:** [@BlueIcaro](https://forum.castle-engine.io/u/BlueIcaro)\
**Replies:** 0\
**Last updated:** [July 17, 2025, 7:57am UTC](https://forum.castle-engine.io/t/4170-free-icons-for-your-games-and-3d-assets/1974 "2025-07-17T07:57:36Z")

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Hello, I found this page, may can be useful: https://game-icons.net/ and this one: 3Dassets.one - The asset search engine /BlueIcaro

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## [Bounding box is correct in CGE Editor, but too large at runtime](https://forum.castle-engine.io/t/bounding-box-is-correct-in-cge-editor-but-too-large-at-runtime/1966)

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**Author:** [@hal09](https://forum.castle-engine.io/u/hal09)\
**Replies:** 2\
**Last updated:** [July 9, 2025, 6:41pm UTC](https://forum.castle-engine.io/t/bounding-box-is-correct-in-cge-editor-but-too-large-at-runtime/1966 "2025-07-09T18:41:37Z")

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Hi In Castle Game Engine Editor, the bounding box looks correct (auto-sized), even during animation. But at runtime, the bounding box becomes very large, and this causes unwanted collisions between players Here is a …

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## [Thoughts on CGE + Quartex?](https://forum.castle-engine.io/t/thoughts-on-cge-quartex/1960)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 5\
**Last updated:** [July 3, 2025, 2:07pm UTC](https://forum.castle-engine.io/t/thoughts-on-cge-quartex/1960 "2025-07-03T14:07:36Z")

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I see in the Delphi forum on fb that Jon Aasenden is preparing to release his Quartex pascal compiler. He claims it is significantly faster than FPC and is ‘76%’ compatible with fpc/delphi. It sounds like it does not d…

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## [How to handle button presses from a behavior](https://forum.castle-engine.io/t/how-to-handle-button-presses-from-a-behavior/1949)

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**Author:** [@Proband15](https://forum.castle-engine.io/u/Proband15)\
**Replies:** 6\
**Last updated:** [June 28, 2025, 10:27pm UTC](https://forum.castle-engine.io/t/how-to-handle-button-presses-from-a-behavior/1949 "2025-06-28T22:27:30Z")

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Hello everyone! I’m trying to teach myself Coding (using Pascal) and I thought I fiddle around in Castle Game Engine just for the fun of it. I’m trying to write a behaviour that handles movement of a transform - pretty …

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## [Adding Delay to Event](https://forum.castle-engine.io/t/adding-delay-to-event/359)

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**Author:** [@Carring](https://forum.castle-engine.io/u/Carring)\
**Replies:** 9\
**Last updated:** [June 27, 2025, 5:32pm UTC](https://forum.castle-engine.io/t/adding-delay-to-event/359 "2025-06-27T17:32:20Z")

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Hi! How can I add methods to DesignedComponents after loading them in code? For instance Button1 := DesignedComponent (‘Button1’) as TCastleButton; I would like to add a small delay so when I click a button it takes …

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## [Create a single floor](https://forum.castle-engine.io/t/create-a-single-floor/1954)

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**Author:** [@binoclard](https://forum.castle-engine.io/u/binoclard)\
**Replies:** 0\
**Last updated:** [June 26, 2025, 2:18pm UTC](https://forum.castle-engine.io/t/create-a-single-floor/1954 "2025-06-26T14:18:41Z")

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Hello, I’m presenting a little silly project that can help you. It’s in VRML2, but can be converted to X3D. write in 2015 It works perfectly under W11 The goal is to create a floor for your worlds with different heig…

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## [Problems with CGE downloading: slowly and not stable](https://forum.castle-engine.io/t/problems-with-cge-downloading-slowly-and-not-stable/1951)

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**Author:** [@Noscow](https://forum.castle-engine.io/u/Noscow)\
**Replies:** 3\
**Last updated:** [June 24, 2025, 11:27am UTC](https://forum.castle-engine.io/t/problems-with-cge-downloading-slowly-and-not-stable/1951 "2025-06-24T11:27:57Z")

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Good day! Sometimes I have difficulties with engine downloading. Process usually very slow in the both cases - with link from the site and from github too. I use browser or wget - results are same. Download interrupts…

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## [Question about implementing shader-based sky in TCastleBackground](https://forum.castle-engine.io/t/question-about-implementing-shader-based-sky-in-tcastlebackground/1915)

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**Author:** [@DiggiDoggi](https://forum.castle-engine.io/u/DiggiDoggi)\
**Replies:** 17\
**Last updated:** [June 2, 2025, 9:07pm UTC](https://forum.castle-engine.io/t/question-about-implementing-shader-based-sky-in-tcastlebackground/1915 "2025-06-02T21:07:22Z")

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Hi. I’m trying to implement shader-based procedural clouds. I have the shaders just not sure how to implement them in CGE’s background. The default TCastleBackground only lets me assign “physical” textures, the propertie…

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## [Shadow maps in 2025?](https://forum.castle-engine.io/t/shadow-maps-in-2025/1923)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 34\
**Last updated:** [June 2, 2025, 2:31pm UTC](https://forum.castle-engine.io/t/shadow-maps-in-2025/1923 "2025-06-02T14:31:31Z")

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In 2023 you mentioned that I might use shadow maps but it would be difficult. I am been trying to figure out how to use those in hopes they perform nicely with many trees. It is confusing disentangling the documentatio…

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## [More trees: billboards vs solids](https://forum.castle-engine.io/t/more-trees-billboards-vs-solids/1919)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 5\
**Last updated:** [May 27, 2025, 5:36pm UTC](https://forum.castle-engine.io/t/more-trees-billboards-vs-solids/1919 "2025-05-27T17:36:38Z")

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I now have the trees being served from the server to the client. I tried my billboard trees with 1000 trees on each tile… so 9000 trees loaded with the 9 tile minimal start view. It performed poorly, billboarding a 10 …

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## [Alpha blending parameters for TDrawableImage.DrawFrom](https://forum.castle-engine.io/t/alpha-blending-parameters-for-tdrawableimage-drawfrom/1914)

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**Author:** [@Noscow](https://forum.castle-engine.io/u/Noscow)\
**Replies:** 2\
**Last updated:** [May 23, 2025, 7:00pm UTC](https://forum.castle-engine.io/t/alpha-blending-parameters-for-tdrawableimage-drawfrom/1914 "2025-05-23T19:00:11Z")

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Good day! I’m a little confused trying Alpha blending with TDrawableImage. For now alpha blending is off. And my textures seems like: I think you see that trees borders are transparent. So, background sea and sky i…

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## [Forest vs Trees and performance](https://forum.castle-engine.io/t/forest-vs-trees-and-performance/1900)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 22\
**Last updated:** [May 17, 2025, 12:55am UTC](https://forum.castle-engine.io/t/forest-vs-trees-and-performance/1900 "2025-05-17T00:55:25Z")

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I am trying to start with the lowest LOD tree to see how many I can add. This is using TCastlePlanes with the same tree texture and with the billboard behavior. It looks really good except for the known issue of transp…

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## [FPS label formatting + odd behaviour?](https://forum.castle-engine.io/t/fps-label-formatting-odd-behaviour/1904)

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**Author:** [@AnonymousUser9781](https://forum.castle-engine.io/u/AnonymousUser9781)\
**Replies:** 6\
**Last updated:** [May 16, 2025, 12:33pm UTC](https://forum.castle-engine.io/t/fps-label-formatting-odd-behaviour/1904 "2025-05-16T12:33:17Z")

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I’m new to CGE and not a particularly accomplished programmer. //LabelFps.Caption := 'FPS: ' + Container.Fps.ToString; LabelFps.Caption := Format('FPS: %.2f', \[Extended(Container.Fps)\]); OutputDebugString(PChar(…

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## [Geneartion of cycled background texture with TDrawableImage](https://forum.castle-engine.io/t/geneartion-of-cycled-background-texture-with-tdrawableimage/1903)

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**Author:** [@Noscow](https://forum.castle-engine.io/u/Noscow)\
**Replies:** 2\
**Last updated:** [May 16, 2025, 11:05am UTC](https://forum.castle-engine.io/t/geneartion-of-cycled-background-texture-with-tdrawableimage/1903 "2025-05-16T11:05:15Z")

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Good day! I use TDrawableImage for procedural generation of tiled textures. You showed me this method in my previous topic: For now I want to make cycled texture for imitation of 360-degree observe in 2D Viewport. And…

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## [Disable writeinfo using messageboxes if no console in windows?](https://forum.castle-engine.io/t/disable-writeinfo-using-messageboxes-if-no-console-in-windows/1894)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 4\
**Last updated:** [May 15, 2025, 12:50pm UTC](https://forum.castle-engine.io/t/disable-writeinfo-using-messageboxes-if-no-console-in-windows/1894 "2025-05-15T12:50:01Z")

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I had been using my own debug unit for outputting debug information to see in the console. I am trying to reduce dependencies so trying to replace that with cge’s WriteInfo routine. It works great when console mode is …

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## [How to solve seams in tiles due to normals?](https://forum.castle-engine.io/t/how-to-solve-seams-in-tiles-due-to-normals/1899)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 4\
**Last updated:** [May 12, 2025, 4:50pm UTC](https://forum.castle-engine.io/t/how-to-solve-seams-in-tiles-due-to-normals/1899 "2025-05-12T16:50:52Z")

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I finally solved a problem that had been plaguing me where the splat maps had glaring discontinuous seams of data from ‘elsewhere’. Turns out my tiles were slightly misaligned in the world causing the glsl to behave odd…

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## [TCastleView.Stop called from FINALIZATION section](https://forum.castle-engine.io/t/tcastleview-stop-called-from-finalization-section/1526)

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**Author:** [@NiunioMartinez](https://forum.castle-engine.io/u/NiunioMartinez)\
**Replies:** 6\
**Last updated:** [May 12, 2025, 4:40pm UTC](https://forum.castle-engine.io/t/tcastleview-stop-called-from-finalization-section/1526 "2025-05-12T16:40:05Z")

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I had a really weird SIGSEGV in my project and I wasn’t able to understand why as I were cleaning and nulling everything correctly. In a long GDB session I’ve found that view’s Stop method is called from a finalization …

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## [Where to intercept closing application?](https://forum.castle-engine.io/t/where-to-intercept-closing-application/1897)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 3\
**Last updated:** [May 8, 2025, 6:25pm UTC](https://forum.castle-engine.io/t/where-to-intercept-closing-application/1897 "2025-05-08T18:25:05Z")

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Since my repo is public I figure I should fix a glaring bug, like server crashing when you close it when water is flowing. Water flow runs in a thread and relies on the tile list. The tile list is global defined in its…

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## [My terrain client/server repo made public](https://forum.castle-engine.io/t/my-terrain-client-server-repo-made-public/1895)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 1\
**Last updated:** [May 8, 2025, 1:47pm UTC](https://forum.castle-engine.io/t/my-terrain-client-server-repo-made-public/1895 "2025-05-08T13:47:13Z")

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You need lazarus + cge + indy. If you can run cge’s indy client/server socket demo you should be able to run this. Delphi maybe will work but untested. See the readme at the repo for more details. On the server the…

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## [(Suggestion) FullScreen resolution trouble](https://forum.castle-engine.io/t/suggestion-fullscreen-resolution-trouble/1888)

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**Author:** [@DiggiDoggi](https://forum.castle-engine.io/u/DiggiDoggi)\
**Replies:** 10\
**Last updated:** [May 8, 2025, 10:14am UTC](https://forum.castle-engine.io/t/suggestion-fullscreen-resolution-trouble/1888 "2025-05-08T10:14:00Z")

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Last thing today, I promise (99%). I have spent some (too) long time trying to make fulscreen work at a desired resolution. Against any logic setting width & height didn’t wotk, and the application goes for native resolu…

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## [Precise collisions and ray casting?](https://forum.castle-engine.io/t/precise-collisions-and-ray-casting/1889)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 5\
**Last updated:** [May 5, 2025, 1:11pm UTC](https://forum.castle-engine.io/t/precise-collisions-and-ray-casting/1889 "2025-05-05T13:11:11Z")

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I wonder why turning on precisecollisions has to slow down object building and take (a lot) more memory? All the data needed to check for a collision already exists. I made my own raycast that checks all the triangles …

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## [\[solved\] Window.MaxWidth default at 4000](https://forum.castle-engine.io/t/solved-window-maxwidth-default-at-4000/1845)

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**Author:** [@DiggiDoggi](https://forum.castle-engine.io/u/DiggiDoggi)\
**Replies:** 4\
**Last updated:** [May 4, 2025, 3:38pm UTC](https://forum.castle-engine.io/t/solved-window-maxwidth-default-at-4000/1845 "2025-05-04T15:38:36Z")

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I was quite puzzled that whenever I go FullScreen on 4k display, there’s a border on the right side. I typically test on lower, windowed resolutions so I didn’t pay much attention to it so far. Apparently, the TCastleWin…

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## [Pass array of integer to TEffectNode?](https://forum.castle-engine.io/t/pass-array-of-integer-to-teffectnode/1872)

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**Author:** [@edj](https://forum.castle-engine.io/u/edj)\
**Replies:** 12\
**Last updated:** [May 1, 2025, 2:50pm UTC](https://forum.castle-engine.io/t/pass-array-of-integer-to-teffectnode/1872 "2025-05-01T14:50:47Z")

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Trying to make my splat map, I have prototyped an array of integers of 0..3 in the glsl and entered values and use it to paint the image ontop of the default terrain display. Currently just prototyping with the same 5x5…

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