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castle-engine - build and package Castle Game Engine programs


castle-engine: Build and package Castle Game Engine programs.

Call with the current directory set to your project, like this:

castle-engine [OPTIONS]... COMMAND

Possible commands:


Creates simple CastleEngineManifest.xml with guessed values.


Compile project. By default compiles for the current OS / current CPU (linux / x86_64). You can use --os / --cpu options to compile to some other OS / CPU. You can use --target to compile for a collection of OS / CPU combination (like "iOS" or "Android").


Package the application into the best archive format for given operating system (OS) / processor (CPU) / target. The OS, CPU and "target" can be changed just like at "compile".


Install the application created by previous "package" call. Useful when OS is "android", it installs the apk package created by previous "package" call for Android. Useful for quick testing of your app on a device connected through USB. Useful also for installing compiled web browser plugin.


Run the application. On some platforms, it requires installing the application first (e.g. on Android, where we install and run on a device connected through USB). So run the "install" command before. On other platforms (e.g. standalone Windows, Linux, macOS...), it simply runs the last compiled application. So just "compile" the application first.


Package the source code of the application.


Clean leftover files from compilation and packaging. Does not remove final packaging output.


Compile the Object Pascal file (unit/program/library) given as a parameter. This does not handle the Castle Game Engine projects defined by CastleEngineManifest.xml files. It merely calls "fpc" with proper command-line options for units/programs/libraries using our engine. Use this instead of "compile" only if there's some good reason you don't want to use CastleEngineManifest.xml to your project.


Create GPU-compressed versions of textures, for the textures mentioned in <auto_compressed_textures> inside the file data/material_properties.xml.


Clear "auto_compressed" subdirectories, that should contain only the output created by "auto-generate-textures" target.


Generate lpr and lpi files to edit and run this project in Lazarus. Depends on game_units being defined in the CastleEngineManifest.xml.


Run Castle Game Engine Editor within this project, with possible project-specific components.

Available options are:

Print this help message and exit.
Print the version number and exit.
Verbose mode, output contains e.g. list of packaged files.
Compilation mode, used by "compile" and "package" commands. Also packaging mode on some platforms (right now, Android). By default "release".
Do not automatically do "clean" and "compile" before "package". Instead assume that compiled executable for given OS/CPU/mode is already present in the package directory.
Do not "clean" before "package". Recompile only what changed. This is faster for development, but cannot guarantee that everything is recompiled in a release mode.
Compile/package/install a browser plugin.
When compiling for iPhone Simulator, we pass -V<VERSION> to the "fpc" command-line. This is necessary if you use the official "FPC for iOS" package (see the "Getting Started - iOS.rtf" inside the "FPC for iOS" dmg for explanation). You can set this to "auto" (this is the default) to auto-detect this based on regular FPC version. Or you can set this to a particular version, like "3.0.5". Or you can set this to empty "" to avoid passing any -V<VERSION> (suitable for FPC 3.1.1).
Extra parameter for "fpc" command line. For example --compiler-option=-dUSE_MOUSE will add -dUSE_MOUSE. You can use this parameter multiple times.
Where to place the output executables, packages, and the "castle-engine-output" directory with temporary generated files.
Where to search for the project (CastleEngineManifest.xml file). By default we search in the current directory. The argument can either be a directory, or a filename of CastleEngineManifest.xml file.
Use by "auto-generate-clean", indicates to clean everything auto-generated. By default we only clean unused files from "auto_generated" directories.
Search and use given "AlternativeManifest.xml" file instead of standard "CastleEngineManifest.xml". Useful if you need to maintain completely different project configurations for any reason.
The target system for which we build/package. Available <target> values:
- "custom" (default): Build for a single OS and CPU
combination, determined by the --os and --cpu options. These options, in turn, by default indicate the current (host) OS/CPU.
- "ios": Build for all the platforms necessary for
iOS applications. This includes both 32-bit and 64-bit iOS devices and iPhoneSimulator.
- "android": Build for all the platforms necessary
for Android applications. This includes both 32-bit and 64-bit Android devices.
- "nintendo-switch": Build an application for
Nintendo Switch.
Set the target operating system for which we build/package. This is ignored if you used --target=<target>, with <target> being something else than "custom". Available <os> values:
go32v2 win32 os2 freebsd beos netbsd amiga atari solaris qnx netware openbsd wdosx palmos macos (classic MacOS, that ended with MacOS 9) darwin (modern macOS 10.x, caled also Mac OS X) emx watcom morphos netwlibc win64 wince gba nds embedded symbian haiku iphonesim aix java android nativent msdos wii aros dragonfly win16
Set the target processor for which we build/package. This is ignored if you used --target=<target>, with <target> being something else than "custom". Available <cpu> values:
m68k powerpc sparc x86_64 arm powerpc64 avr armeb mips mipsel jvm i8086 aarch64 (64-bit ARM) sparc64 riscv32 riscv64

Full documentation on

castle-engine version 7.0-alpha.1 (unstable). Created using Castle Game Engine ( ) version 7.0-alpha.1 (unstable). Compiled with FPC 3.2.0 (Linux / x86_64), platform: Desktop.

May 2021 Castle Game Engine