3 ms·
As for our mention of XBox on https://castle-engine.io/features https://castle-engine.io/features : the point I wanted to say there was that we have "developmen
by michaliskambi 3y ago
As for our mention of XBox on https://castle-engine.io/features https://castle-engine.io/features : the point I wanted to say there was that we have "development" version of Xbox, as provided by Microsoft. Though it doesn't matter much nowadays, since retail Xbox versions can also be used for development, from what I read. I edited that statement to say this
"""
XBox (we have the hardware — even devkit, though "developer mode" can also be activated on a retail version of Xbox).
"""
As for web:
- This is mentioned on https://castle-engine.io/why_pascal https://castle-engine.io/why_pascal as supported nicely by FPC compiler. FPC can compile regular Pascal code to WebAssembly, there's also Pas2Js that can compile regular Pascal code to JS. See samples e.g. here: https://github.com/genericptr/Pas2JS-WebGL?tab=readme-ov-file#pas2js-webgl https://github.com/genericptr/Pas2JS-WebGL?tab=readme-ov-fil...
- In the context of Castle Game Engine, web is part of "Coming Soon" of https://castle-engine.io/features https://castle-engine.io/features . We want to utilize above to enable to recompile any Castle Game Engine application (as long as it uses cross-platform API) to the web. Details are on https://castle-engine.io/wp/2023/04/08/web-target-progress-and-plans/ https://castle-engine.io/wp/2023/04/08/web-target-progress-a... .
- bbor 3y agoThanks for the detailed response! That sounds amazing. I’ll try to keep track of this to eventually try it out, I’ve been chafing at the bounds of Three.js and I think the whole web game ecosystem could use a method/tool infusion from mainstream game development. And gotcha on the Xboxes, sorry if that was rude - clearly HN thought it was! I had no idea that there were special developer Xboxes. And in general was expecting a much less organized operation lol, you seem very on top of your game