# January news: Ticoban, editor dragging, CastleGL based on dglOpenGL, tester improvements, Pascal custom RTTI attributes, more

**URL:** https://forum.castle-engine.io/t/january-news-ticoban-editor-dragging-castlegl-based-on-dglopengl-tester-improvements-pascal-custom-rtti-attributes-more/1073
**Category:** News
**Created:** [January 28, 2024, 11:57am UTC](https://forum.castle-engine.io/t/january-news-ticoban-editor-dragging-castlegl-based-on-dglopengl-tester-improvements-pascal-custom-rtti-attributes-more/1073 "2024-01-28T11:57:46Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [January 28, 2024, 11:57am UTC](https://forum.castle-engine.io/t/january-news-ticoban-editor-dragging-castlegl-based-on-dglopengl-tester-improvements-pascal-custom-rtti-attributes-more/1073/1 "2024-01-28T11:57:46Z")

</div>

| [![fps_game demo](https://forum.castle-engine.io/uploads/default/original/2X/7/7e2a85915608a2812a4ebe30ec4db3c9ab9d158f.png)](https://castle-engine.io/wp/wp-content/uploads/2023/04/fps_game.png "fps\_game demo") |

Hi all! Our news have been quiet lately, let me fix this by a big list of recent developments 🙂

The list below is not really complete, we have some big thing (for Delphi people) already merged to CGE, but we’ll wait with announcing it until [Delphi GetIt servers are fully back online](https://blogs.embarcadero.com/we-are-experiencing-a-hardware-outage/). And we have another [big thing (for VS Code people)](https://github.com/castle-engine/castle-game-engine-vscode) almost finished. Stay patient 🙂

Onward with what we have to announce today:

1. [Ticoban](https://juegosenlazaruscr.itch.io/ticoban), a 3D Sokoban version made using _Castle Game Engine_, is available now for free. Go check it out! By [Rafael Campos](https://juegosenlazaruscr.itch.io/).

2. [Editor](https://castle-engine.io/editor) now allows to drag multiple components in the hierarchy so you can more easily rearrange your components.

3. Throughout CGE, we now use [CastleGL](https://github.com/castle-engine/castle-engine/blob/master/src/base_rendering/dglopengl/castlegl.pas) unit to access the OpenGL API.

4. We’ve made a few [CGE tester](https://github.com/castle-engine/castle-engine/tree/master/tests) improvements and simplifications:

5. There have been some internal refactors to make relevant code easier:

6. `TCastleContainer` has now `TCastleContainer.PixelsWidth` / `TCastleContainer.PixelsHeight` and `Width` / `Height` are deprecated.

7. Now that [Extended RTTI](https://gitlab.com/freepascal.org/fpc/source/-/issues/38964) has been merged in FPC, we look with renewed interest at using some newer RTTI features in CGE.
