Apartment Project.
Created in Castle Game Engine as a test project.
Controls: WSDA and mouse.
Furniture interior taken from Blender Kit and optimized by polygons.
Project link Appartament by AndryLuaPython
Apartment Project.
Created in Castle Game Engine as a test project.
Controls: WSDA and mouse.
Furniture interior taken from Blender Kit and optimized by polygons.
Project link Appartament by AndryLuaPython
It turned out beautifully, but I had problems when turning the character - the keys do not always work, in order for the character to turn left or right, you need to press the key several times. Also, the camera position is too high - almost under the ceiling.
Another question - have you tried using dynamic shadows in this engine? In all the examples downloaded with the engine that have dynamic shadows, the fps drops very much.
Hello. Perhaps the shadow mode is enabled by default. I haven’t delved into the engine component much. I wanted to try to consider the engine’s graphical capabilities. This is a test scene for evaluation.
I already tried to make a large forest scene with a lake, but unfortunately the engine couldn’t handle 500 trees. Perhaps because of the shadows. Their polygonality was low.
Standard controls from the proposed choice (third person).
Cool demo!
Note about engine future:
We currently feature 2 shadow algorithms, shadow volumes and shadow maps.
Admittedly, nothing is perfect:
Shadow volumes are trivial to set up (just activate a checkbox Shadows
). But have limitations (only 1 light source can cast shadows this way, and only 2-manifold shapes can be shadow casters) and the performance indeed isn’t optimal. I’ve done significant optimizations to it a few months ago, but well, more optimizations are warranted
Shadow maps are admittedly complicated to set up.We have a roadmap item about it, and we talked about them on this forum recently. Things are going forward, but everything takes time But one advantage of shadow maps is that is can have a different (better) performance, because you control the shadow map size and generation time independently.
So… nothing is perfect, but we’re working on it If you have a particular 3D world where shadows (using any technique) are unacceptably slow, please submit it, on forum or as a bug, this is always something I can investigate and optimize.
That’s also something I’d like to investigate Note that for trees, TCastleTransformReference and LODs could be very useful to have optimal rendering, see this news.
Thank you. Since I am superficially familiar with Object Pascal, some software solutions are not intuitively clear to me yet. But I am following the development of this engine and was able to implement what I understood.
I also recorded several lessons for the Russian-speaking audience on the basic process of creating games in the Castle Gamma Engine on my YouTube channel.