# Using Delphi "welcome page" to show your README.md, also docs updates, also coming soon: new navigation components and Delphi + Linux

**URL:** https://forum.castle-engine.io/t/using-delphi-welcome-page-to-show-your-readme-md-also-docs-updates-also-coming-soon-new-navigation-components-and-delphi-linux/908
**Category:** News
**Created:** [September 23, 2023, 9:37pm UTC](https://forum.castle-engine.io/t/using-delphi-welcome-page-to-show-your-readme-md-also-docs-updates-also-coming-soon-new-navigation-components-and-delphi-linux/908 "2023-09-23T21:37:11Z")
**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: [September 23, 2023, 9:37pm UTC](https://forum.castle-engine.io/t/using-delphi-welcome-page-to-show-your-readme-md-also-docs-updates-also-coming-soon-new-navigation-components-and-delphi-linux/908/1 "2023-09-23T21:37:11Z")

</div>

| [![Delphi welcome page showing README in Markdown](https://forum.castle-engine.io/uploads/default/original/2X/1/1a2a1151e90c8dfe74e1feeecbbb74cb4f751586.png)](https://castle-engine.io/wp/wp-content/uploads/2023/09/readme_eyeofbeh.png "Delphi welcome page showing README in Markdown") |
| [![Delphi welcome page showing README in Markdown](https://forum.castle-engine.io/uploads/default/original/2X/f/f4178dcffa9f10675bf25c1e8367e32793b7b762.png)](https://castle-engine.io/wp/wp-content/uploads/2023/09/readme_new.png "Delphi welcome page showing README in Markdown") |

I’m back from the Polish conference [Zlot Programistów Delphi](https://www.bsc.com.pl/zlot-programistow-delphi-2023/) with lots of positive feedback and energy. This energy will result in something tangible in CGE — I decided to work on a new Delphi platform (Delphi + Linux) immediately, and already made good progress in [delphi-linux branch](https://github.com/castle-engine/castle-engine/tree/delphi-linux)!

From more Delphi-specific news: we now support Delphi IDE “welcome page of a project” that allows to prominently display a file, like `README.md` in Markdown, when one opens a project in Delphi. This makes projects look prettier in Delphi, and it makes total sense for us — since our templates and most examples already define a `README.md`.

I have also made big rearrangement in our installation docs. The [installation](https://castle-engine.io/install) page is now shorter than ever, reflecting our effort to make things “just work out-of-the-box when you install the engine”. In turn, there’s a dedicated page about [Delphi support](https://castle-engine.io/delphi) and [Lazarus support](https://castle-engine.io/lazarus). The ever-important [editor](https://castle-engine.io/editor) page also got a number of updates.

Finally, I wanted to mention a big new pull request submitted by _Andrzej Kilijański_ this week: [New physics based first/third person 3d and platformer like modular navigation + input axis and others](https://github.com/castle-engine/castle-engine/pull/533). Reviewing it, finishing touches and merging is our big focus now, because it brings a lot of critical features we talked about and carefully designed in recent months:

- It’s a set of [behaviors](https://castle-engine.io/behaviors) that allow to easily set up a working navigation. Navigation for a large set of games — 1st-person FPS, 3rd-person, 2D games (like platformer) and more. Effectively, it will replace most of usage of our [navigation](https://castle-engine.io/navigation) components. The new behaviors attach to `TCastleTransform` (so they can “drive” a camera and/or a transformation hierarchy with some visible player), they are modular (so you can use and customize a subset of them, you can also add/remove some abilities to player at runtime), they are flexible (you can easier replace pieces of them with custom code).

- Connected to above, there’s also (initial design of) `TCastleAxis`, a great new approach to monitor inputs in CGE. It allows to easily query keys, mouse look and more from update events and behaviors. The core use-case is somewhat analogous to how you use inputs in Unity or Godot (though our design isn’t a clone, but we looked at competition to se what they offer and how we can even improve that 🙂 ).

- Connected to above, there’s also Kraft update. It brings a few improvements, I want to highlight a new feature expose in CGE: “sphere cast”, `TCastleRigidBody.PhysicsSphereCast`.

See the [pull request description](https://github.com/castle-engine/castle-engine/pull/533) for docs. We welcome your feedback about the ideas described there, we welcome your tests of the branch of that PR.

As always, have fun creating games with _Castle Game Engine_ and we appreciate if you can [support us on Patreon](https://www.patreon.com/castleengine)!
