# TCastleTransform.RenderLayer to render stuff in front, TCastleScene.PreciseColisions, upcoming plans

**URL:** https://forum.castle-engine.io/t/tcastletransform-renderlayer-to-render-stuff-in-front-tcastlescene-precisecolisions-upcoming-plans/677
**Category:** News
**Created:** [November 12, 2022, 12:05pm UTC](https://forum.castle-engine.io/t/tcastletransform-renderlayer-to-render-stuff-in-front-tcastlescene-precisecolisions-upcoming-plans/677 "2022-11-12T12:05:05Z")
**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: [November 12, 2022, 12:05pm UTC](https://forum.castle-engine.io/t/tcastletransform-renderlayer-to-render-stuff-in-front-tcastlescene-precisecolisions-upcoming-plans/677/1 "2022-11-12T12:05:05Z")

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So I have now around 5 things in parallel in progress 🙂

1. Review and merging of [new physics](https://castle-engine.io/physics) (components for colliders, rigid body, joints) with _Andrzej Kilijański_. It takes a while, but it’s also a large change, and I want to iron out various API details.

2. Working on [big upgrade to FPS game graphics](https://castle-engine.io/wp/2022/10/21/concept-art-teaser-huge-graphical-and-functional-upgrade-to-our-fps-game-is-coming/) with _Adrianna Matejek_ and _Alya Vaneskehyan_. Aside from a prettier demo, I get from them a ton of feedback about engine experience from a perspective of experienced 2D and 3D graphic artists. And I have a ton of resulting good TODOs and priorities that will over time find their way into the egnine ([some of them already did](https://castle-engine.io/wp/2022/11/06/new-editor-features-change-class-of-any-component-shortcuts-to-tools-multi-selection-of-transforms/)).

3. I’m planning restructure of our settings. I would like to deprecate our [CastleSettings.xml](https://castle-engine.io/manual_castle_settings.php) in favor of a design like `CastleProject.json` that allows to specify more, and is editable in editor too. In addition to current settings, it would also allow to define some project-wide components (like sounds and fonts that should be loaded and available for the entire application lifetime).

4. I have a great plan how to allow to visually customize materials and material effects in CGE. We have some unique challenges and unique features (our [compositing shaders](https://castle-engine.io/compositing_shaders.php) or [easy mirrors](https://castle-engine.io/x3d_extensions_mirror_plane.php) are really great, we just need to expose them in a way that is simple — both from editor and from Pascal to use).

5. I’m organizing a Windows certificate so that our EXE files are less scary to run on Windows 🙂

Some things done lately that are already available in CGE _master_ branch:

1. New property [TCastleTransform.RenderLayer](https://castle-engine.io/apidoc/html/CastleTransform.TCastleTransform.html#RenderLayer) to force some things to be rendered in front of others. Particularly useful in 3D, e.g. to display weapon in FPS game always in front of other 3D objects.

2. New property [PreciseCollisions](https://castle-engine.io/apidoc/html/CastleSceneCore.TCastleSceneCore.html#PreciseCollisions) and deprecating previous complicated `Spatial` property. This is anyway part of [old “simple physics”](https://castle-engine.io/physics) — while still available, with time we will want to move everything to new physics, so `PreciseCollisions` is doomed to be deprecated (at some future point, after 7.0 release) too. But for now it’s great to e.g. easily control how FPS navigation by `TCastleWalkNavigation` behaves.

3. Important fix for [DistanceCulling](https://castle-engine.io/apidoc/html/CastleScene.TCastleScene.html#DistanceCulling) with shadows.

4. Testing LSP servers with Pascal! More about it in next news post 🙂
