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Castle Game Engine news: 1. First of all, Michalis is very happy to announce that a new game using Castle Game Engine is in development...

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1. First of all, Michalis is very happy to announce that a new game using Castle Game Engine is in development. The game is called "Venice", https://www.facebook.com/Venicethegame . It's a point-and-click adventure game, 2D (although we'll make some tricks to convince you otherwise :), with a nonlinear storyline. See the game's page for more info: https://www.facebook.com/Venicethegame .

The game will be available for standalone (Windows, Linux, MacOSX...) and mobile (Android, iOS) platforms.

Some initial screenshots from Venice are attached to this post :)

2. Engine development news: Easy loading and rendering of fonts with international characters in UTF-8 is implemented. The screenshots attached to this post show text with special Polish and Greek letters.

Our font loading and rendering in TTextureFont was extended to render strings in UTF-8, and to allow easily loading (or converting to Pascal source) a font with international characters. Note that everything was optimized to avoid any overhead of interpreting the characters as UTF-8 and possibly having > 256 character codes loaded.

Developers: In the simplest case, you're only interested to fill ACharacters parameter of TTextureFont.Create (if you use FreeType at runtime) or pass --sample-text to texturefont2pascal (if you embed fonts as Pascal code into the binary). Then just draw text as usual (making sure it's in UTF-8 encoding). If you deal with WideStrings (e.g. when working with FPC XML units), make sure that you have a WideString manager installed. For Android this is done automatically: https://sourceforge.net/p/castle-engine/wiki/Android%20development/#widestring-manager .

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