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    <title>Progress Updates on Castagne Engine</title>
    <link>https://castagneengine.com/progress/</link>
    <description>Recent content in Progress Updates on Castagne Engine</description>
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    <lastBuildDate>Thu, 12 Mar 2026 00:00:00 +0000</lastBuildDate>
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    <item>
      <title>Local Variables!</title>
      <link>https://castagneengine.com/progress/2026-03-12/</link>
      <pubDate>Thu, 12 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-03-12/</guid>
        <description>
        &lt;p&gt;New feature alert! Whereas before you could only declare constants in your state, now you can declare variables!&lt;/p&gt;
&lt;p&gt;These variables are only available for the state (or most likely, scope, due to how I&amp;rsquo;ve implemented it but I haven&amp;rsquo;t tested it at the moment), and get reset when going through it again. This means they are volatile: you can&amp;rsquo;t store state from one frame to another, and you also can&amp;rsquo;t reference them from the outside.&lt;/p&gt;
&lt;p&gt;For the technical detail, it&amp;rsquo;s a per-entity memory stack that doesn&amp;rsquo;t get saved or rolled back. It has no upper limit, but it might need to reallocate. It starts at a reasonable size so it probably won&amp;rsquo;t come up unless you push it explicitely. Its volatility allows it to not bog down the implementation, as it gets &amp;ldquo;reset&amp;rdquo; every time you try to execute CASC code.&lt;/p&gt;
&lt;p&gt;While it might not sound like a huge thing in the context of the previous versions, it actually enables a lot of future behavior. If you looked at the Base CASP I already used a proxy for them using the &lt;code&gt;RegA/B/C/D&lt;/code&gt; variables you might have seen at times. They are usually used in intermediary computations. One such example that I&amp;rsquo;ll need to convert is F branches, which use it to handle modulos.&lt;/p&gt;
&lt;p&gt;The main usefulness however is coming soon: using State Calls as functions, with their own local variables. Previous versions of this were limited and hard to parse, but this time it will be much clearer and integrated. Another benefit that is already in, is shorter compilation times: helpers don&amp;rsquo;t get compiled anymore so it removes like 80%+ of states. Unsure how needed that was since the compiler is in a compiled language now, but we&amp;rsquo;ll see when it gets to a higher level. This will be tricky to implement, but I&amp;rsquo;ve got a fairly clear idea of how I want to do it.&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Vectors in the compiler</title>
      <link>https://castagneengine.com/progress/2026-03-11/</link>
      <pubDate>Wed, 11 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-03-11/</guid>
        <description>
        &lt;p&gt;Incredible, but true! I&amp;rsquo;ve added structures to the compiler, the first of which is the humble Vector! It&amp;rsquo;s always a 3D vector, even in the 2D settings. You can use them either as a structure, or as individual components:&lt;/p&gt;
&lt;pre tabindex=&#34;0&#34;&gt;&lt;code&gt;var V vec() = [0, 0, 0]

# As a component
Set(V.X, 5)

# As a structure
Add(V, [1, 2, 3])
&lt;/code&gt;&lt;/pre&gt;&lt;p&gt;At the moment, this is the extent of the system, but I&amp;rsquo;m planning on having 3 types of structures:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Vectors:&lt;/strong&gt; 3D int vectors with support in math functions.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Arrays:&lt;/strong&gt; Arrays of a single type, which can be iterated on in an upcoming A branch.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Custom:&lt;/strong&gt; User-defined structs, which you&amp;rsquo;ll be able to declare from CASP on in modules.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Vectors are meant to be used in many places in the engine, especially for anything involving Physics or Graphics. I&amp;rsquo;ve still got design concerns for the other two, namely if the Arrays should have a fixed length (most likely yes), and how Custom structures are meant to be used (just organisation is a bit weak, but I&amp;rsquo;m thinking it has great potential to replace Specblock structs). Please note that all structures are just in the compiler, and not an actual type in the runtime itself.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;ve done a lot of design work for the next parts of the engine, as they link a lot with the upcoming systems for top-tier integration in the Castagne engine: Varspec, a second language in the engine for editors, and MechMods, a simple composable way to add mechanics and system mechanics to your game. Combined with the upcoming State Calls with parameters, this will enable tremendous flexibility. That and a basic implementation of Physics, Attacks, and Graphics is my current objective, as this is where I can start porting projects to it.&lt;/p&gt;
&lt;p&gt;Also, the forum is almost ready. I&amp;rsquo;m still testing out the rollout and managed to put myself on a spamlist thanks to a technical error. I guess it happens lol.&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>New Landing Page!</title>
      <link>https://castagneengine.com/progress/2026-03-02/</link>
      <pubDate>Mon, 02 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-03-02/</guid>
        <description>
        &lt;p&gt;I&amp;rsquo;m really not a webdev dude and it shows lol, but we got a new landing page now! The previous one looked &amp;ldquo;unique&amp;rdquo; (better on my screen in my defence) to the point I&amp;rsquo;m being cited as a part of the &amp;ldquo;anti-design&amp;rdquo; movement. You can&amp;rsquo;t take the artist out of me it seems.&lt;/p&gt;
&lt;p&gt;This solves a few problems around communication, the first being that most progress was not really accessible unless you were already in the community. This shows how active the project is a bit better! It was also a bit tricky to keep up with the weekly video, and until its quality improves I believe it&amp;rsquo;s not currently worth the effort of translating them. So instead of having to spend big time every week, this style of short update is probably better? I was already doing it before, so it&amp;rsquo;s not like it takes much. Might be able to rig it to videos too, once I improve my pipeline a bit.&lt;/p&gt;
&lt;p&gt;One of my next objectives is to move the Castagne community towards this website. Discord was a useful crutch there, but information easily gets lost, and it becomes more walled over time. This is going to happen slowly, as I also want to develop the engine, and being currently mostly a solo thing that means I&amp;rsquo;m already pressed for time lol. But this is a priority, as my gambit to develop a full engine in 3 months didn&amp;rsquo;t pan out as fast as I hoped so I&amp;rsquo;ll need to switch gears into more paced and clear development instead of a short intense period. I&amp;rsquo;m still very satisfied with the project&amp;rsquo;s progress, and you can see how many features are already in on the page.&lt;/p&gt;
&lt;p&gt;This doesn&amp;rsquo;t change much my plans, except that March might be filled with more &amp;ldquo;admin&amp;rdquo; and &amp;ldquo;surrounding&amp;rdquo; work rather than pure programming, but it might make more people aware of the engine, which is nice! My next programming steps are going to be structured types (especially vectors) and either the physics or graphics module. Input already works, so this is some of the last steps to make the engine usable. Knowing the extra features coming, I can&amp;rsquo;t wait to port my own games to it!&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Input Works!</title>
      <link>https://castagneengine.com/progress/2026-02-24/</link>
      <pubDate>Tue, 24 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-24/</guid>
        <description>
        &lt;p&gt;Quick preview of changes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Input layouts are a bit heavier handed now and don&amp;rsquo;t customize the name as much, which prevents many beginner errors&lt;/li&gt;
&lt;li&gt;The main stick is now separate from stick, because it has much more assumption built in for motion and the like.&lt;/li&gt;
&lt;li&gt;Multiple type inputs are a bit more generic and can be derived, or depend on derived inputs.&lt;/li&gt;
&lt;li&gt;Derived inputs have been split into the new input events system, which enables a bunch of stuff. (No derived inputs yet as the main ones rely on physics)&lt;/li&gt;
&lt;li&gt;Input events now replace the Press/Release thing, any input can have input events and they linger for a bit until explicitely consumed. This makes input much cleaner and reliable. It&amp;rsquo;s more KOF style, which is think is the best implementation.&lt;/li&gt;
&lt;li&gt;Some extra events like DoublePress, or motion inputs, can be added in the future&lt;/li&gt;
&lt;li&gt;Interface supports multiple inputs per frame, although I&amp;rsquo;m not sure I want to keep this? food for thought.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The syntax is a bit different, check this:&lt;/p&gt;
&lt;pre tabindex=&#34;0&#34;&gt;&lt;code&gt;# Assuming L is a button
IL: # Is L currently held down ?

IL.Press: # Is an L press buffered ?
# The buffer lasts around 8f at the moment, and is unbuffered if released
# If going into this branch, the event is consumed.

IL.Press?: # Same as previous, but doesn&amp;#39;t consume the press.
&lt;/code&gt;&lt;/pre&gt;
        </description>
    </item>
    <item>
      <title>Inter-Entity Communication</title>
      <link>https://castagneengine.com/progress/2026-02-17/</link>
      <pubDate>Tue, 17 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-17/</guid>
        <description>
        &lt;p&gt;I&amp;rsquo;ve worked a bit too much today to finish the CHECK in time lol so I&amp;rsquo;m giving a real quick preview&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Targetting works ! And it&amp;rsquo;s robust and now properly handles the delay. You can also now read variables from nascent (= yet to be born) entities.&lt;/li&gt;
&lt;li&gt;As a simplified reminder: reading gives you the variables at the start of the frame, writing is done at the end of the frame. Subentities have a faster pathway.&lt;/li&gt;
&lt;li&gt;Variables from targets are much easier to access using &lt;code&gt;Target.VariableName&lt;/code&gt;, peep some examples:
&lt;ul&gt;
&lt;li&gt;&lt;code&gt;Set(V, Target.V)&lt;/code&gt;: Copies the value of V from the target inside of our own V.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;Set(Target.V, V)&lt;/code&gt;: Writes the value of our own V into the target&amp;rsquo;s V.&lt;/li&gt;
&lt;li&gt;&lt;code&gt;AttackDamage(Target.HP)&lt;/code&gt;: Makes an attack that does exactly as much damage as the target has HP, killing him instantly if it hits!&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;As dev starts to take longer and my other commitments are arriving sooner than expected (PhD as you may guess), I&amp;rsquo;ll be switching some gears for better communication !&lt;/li&gt;
&lt;li&gt;I&amp;rsquo;m likely going to ask for help on some stuff soon-ish! Some stuff around the engine, some stuff more on research on existing fighting games. Be ready for that!&lt;/li&gt;
&lt;/ul&gt;

        </description>
    </item>
    <item>
      <title>Entity Lifecycle 2</title>
      <link>https://castagneengine.com/progress/2026-02-15/</link>
      <pubDate>Sun, 15 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-15/</guid>
        <description>
        &lt;p&gt;Fixed some bugs there and adjusted behavior to be defined
Subentities will now go to their parent, so the execution order is not shaken too much
&lt;code&gt;CreateEntity&lt;/code&gt; and &lt;code&gt;DestroyEntity&lt;/code&gt; have been renamed to &lt;code&gt;EntityCreate&lt;/code&gt; and &lt;code&gt;EntityDestroy&lt;/code&gt; for greater consistency, but I&amp;rsquo;m also adding aliases ! (they don&amp;rsquo;t work yet), so you can still write &lt;code&gt;CreateEntity&lt;/code&gt; if you want. Gonna be useful when I want to write &lt;code&gt;AttackFA&lt;/code&gt; instead of &lt;code&gt;AttackFrameAdvantage&lt;/code&gt;
And NEW FUNCTION ! &lt;code&gt;EntityDestroySubentities&lt;/code&gt;. Destroys your children. Combine it with &lt;code&gt;EDestroy:&lt;/code&gt; to bring your children to the grave with you ! (in castagne)
The only remaining big module feature for the core is inter entity communication and targetting ! After that it&amp;rsquo;s onwards to the other modules&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Entity Lifecycle</title>
      <link>https://castagneengine.com/progress/2026-02-14/</link>
      <pubDate>Sat, 14 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-14/</guid>
        <description>
        &lt;p&gt;you can now destroy entities
This also triggers a Destroy event so you can spawn one last VFX or something and detach it
An entity&amp;rsquo;s subentities will be promoted to main entities (there&amp;rsquo;s no difference nowadays anyway except execution order), so you can kill (in the game) with no worries
At the moment, there&amp;rsquo;s a bit of an edge case I haven&amp;rsquo;t decided on: if you kill a subentity that has subsubentities, should they go to the parent entity or be set free in the wild as strong independant entities? It&amp;rsquo;s the later at the moment, but I&amp;rsquo;m not sure if it&amp;rsquo;s the best course of action
Additionally, I&amp;rsquo;ve decided for After to do what I said, and it now activates after every Action/Freeze/Halt phase has gone for entities and after a data sync but before entity destruction, and doesn&amp;rsquo;t process new entities created in After. With this, you can do both helper behavior like adding hurtboxes automatically if forgotten, or even synchronize entities a bit more, like tracking to the opponent.
IF YOU&amp;rsquo;RE A REAL NERD THAT UNDERSTANDS WHAT I WROTE REACT WITH :brain:&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Phases and Events</title>
      <link>https://castagneengine.com/progress/2026-02-13/</link>
      <pubDate>Fri, 13 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-13/</guid>
        <description>
        &lt;p&gt;I&amp;rsquo;ve added phases and events, compared to previous versions these work properly even with state calls
That means that your custom code in states like AttackReactEvents doesn&amp;rsquo;t need an additional EOnAttackHit: anymore !&lt;/p&gt;
&lt;p&gt;Also CallAfter is now EAfter, it&amp;rsquo;s an event now for easier use&lt;/p&gt;
&lt;p&gt;Regarding EAfter, at the moment it&amp;rsquo;s akin to a second phase after the first, and runs after the inter-entity communication sync. I did it that way now to get it online, but I&amp;rsquo;m not sure how much of that to keep. I think I&amp;rsquo;ll remove the possibility of a state transition, but keep the barrier and sync to allow some tricky behavior that requires getting data from the other entities on the same frame&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>FlagCarryover</title>
      <link>https://castagneengine.com/progress/2026-02-11/</link>
      <pubDate>Wed, 11 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-11/</guid>
        <description>
        &lt;p&gt;Lil surprise new function &lt;code&gt;FlagCarryover(FlagName)&lt;/code&gt;
If the flag is raised, calls FlagNext on it
I use that pattern all the time and figured I might as well enshrine it instead of writing three lines everytime&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne CHECK 5 - Editor Edition</title>
      <link>https://castagneengine.com/progress/2026-02-09/</link>
      <pubDate>Mon, 09 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-09/</guid>
        <description>
        &lt;p&gt;New CASTAGNE CHECK! Got the editor working properly, onto the core module!&lt;/p&gt;
&lt;p&gt;Nouveau CASTAGNE CHECK ! L&amp;rsquo;éditeur marche bien, c&amp;rsquo;est l&amp;rsquo;heure du module core !&lt;/p&gt;
&lt;p&gt;&lt;a href=&#34;https://youtu.be/yKQK69eA_X0&#34;&gt;https://youtu.be/yKQK69eA_X0&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Editor Link Online!</title>
      <link>https://castagneengine.com/progress/2026-02-06/</link>
      <pubDate>Fri, 06 Feb 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-02-06/</guid>
        <description>
        &lt;p&gt;Alright we&amp;rsquo;re in buisiness ! The editor link is now fairly robust (it works in all my tests, even if the engine itself crashes) and the lifetime of the engine is handled by the editor (so you don&amp;rsquo;t have to think about it)
(in your computer the window will be hidden but on mine there&amp;rsquo;s no &amp;ldquo;minimize&amp;rdquo; function in my window manager lol)&lt;/p&gt;
&lt;p&gt;Display is calibrated for accuracy rather than exact input, so there a bit (+2f) of input lag. This is due to godot&amp;rsquo;s rendering delay and &lt;strong&gt;only affects the editor&lt;/strong&gt;. This could potentially be removed at a later time, but this would require a deeper dive into godot&amp;rsquo;s rendering architecture for something that&amp;rsquo;s not a priority. You may still test without input lag by launching the game separately (which the editor can also do).
This is a bit of a downside of the separate editor, but there&amp;rsquo;s many upsides like the game crashing not crashing your editor too lol&lt;/p&gt;
&lt;p&gt;But yeah good progress, this was one of the big technical issues to solve and it&amp;rsquo;s done now, the editor is almost usable in production now!&lt;/p&gt;
&lt;!-- TODO: Image on discord --&gt;

        </description>
    </item>
    <item>
      <title>Editor files</title>
      <link>https://castagneengine.com/progress/2026-01-31/</link>
      <pubDate>Sat, 31 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-31/</guid>
        <description>
        &lt;p&gt;Editor now loads and saves files and projects ! It&amp;rsquo;s getting close to a usable state !
Main remaining things to go through for a minimum viable editor are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Error display&lt;/li&gt;
&lt;li&gt;Clean up the game running code&lt;/li&gt;
&lt;li&gt;Improve navigation a bit (the editor can load multiple files now, it just doesn&amp;rsquo;t do it yet lol)&lt;/li&gt;
&lt;/ul&gt;
&lt;!-- TODO: Discord img --&gt;

        </description>
    </item>
    <item>
      <title>Castagne CHECK 4 - Compiler Edition</title>
      <link>https://castagneengine.com/progress/2026-01-26/</link>
      <pubDate>Mon, 26 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-26/</guid>
        <description>
        &lt;p&gt;Castagne CHECK! I reworked the compiler and my brain is fried help&lt;/p&gt;
&lt;p&gt;J&amp;rsquo;ai retravaillé le compilo toute la semaine aled&lt;/p&gt;
&lt;p&gt;&lt;a href=&#34;https://youtu.be/1R53n-GNAS8&#34;&gt;https://youtu.be/1R53n-GNAS8&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne CHECK 3 - Modules Edition</title>
      <link>https://castagneengine.com/progress/2026-01-19/</link>
      <pubDate>Mon, 19 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-19/</guid>
        <description>
        &lt;p&gt;New Castagne CHECK, this time on the modules! I also introduce the upcoming changes to the physics!&lt;/p&gt;
&lt;p&gt;Nouveau Castagne CHECK, cette fois sur les modules! Je parle aussi des changement au module physique!&lt;/p&gt;
&lt;p&gt;&lt;a href=&#34;https://youtu.be/sb5xF_uoWZ8&#34;&gt;https://youtu.be/sb5xF_uoWZ8&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Actually lets ping @Castagne too because I need you guys to &lt;strong&gt;SUBSCRIBE&lt;/strong&gt; (you don&amp;rsquo;t need to like, you can hate if you want) so that Youtube knows I&amp;rsquo;m trustworthy enough to put links and multiple audio dubs&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne CHECK 2 - Godot 4 Edition</title>
      <link>https://castagneengine.com/progress/2026-01-13/</link>
      <pubDate>Tue, 13 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-13/</guid>
        <description>
        &lt;p&gt;Castagne CHECK #2 is out ! Come get some news on development
Today&amp;rsquo;s subject : &lt;strong&gt;Godot 4&lt;/strong&gt; and &lt;strong&gt;Subentities&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Gonna add an @everyone / @Castagne for a quick favor :&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;PLEASE SUBSCRIBE SO YOUTUBE LETS ME PUT LINKS IN THE DESCRIPTION AND MULTILANGUAGE AUDIO&lt;/strong&gt;&lt;/em&gt;
thank u&lt;/p&gt;
&lt;p&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=NrSpCEwxK3I&#34;&gt;https://www.youtube.com/watch?v=NrSpCEwxK3I&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne Editor works!</title>
      <link>https://castagneengine.com/progress/2026-01-11/</link>
      <pubDate>Sun, 11 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-11/</guid>
        <description>
        &lt;p&gt;Castagne Editor now works!!! It uses IPC to allow for better UX and new possibilities (like network, customization, better crash handling&amp;hellip;) and it was tricky.
It&amp;rsquo;s fast enough, but can be improved if needed. I finally got the basics down for the project!!!&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne now runs inside of Godot 4!</title>
      <link>https://castagneengine.com/progress/2026-01-07/</link>
      <pubDate>Wed, 07 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-07/</guid>
        <description>
        &lt;p&gt;you gotta know right away&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;CASTAGNE NOW RUNS INSIDE OF GODOT 4&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;that&amp;rsquo;s it, that&amp;rsquo;s the message
Doesn&amp;rsquo;t look like much (yet) but it does compile a casp file and run it inside of the CastagneEngine node
Each time the button is pressed, an engine tick advances, and the state is read back with no issues.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;&lt;strong&gt;What&amp;rsquo;s next?&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;While you might think it&amp;rsquo;s &amp;ldquo;just port the rest of the functions&amp;rdquo;, it&amp;rsquo;s actually the &lt;em&gt;&lt;strong&gt;editor connection&lt;/strong&gt;&lt;/em&gt;. Castagne&amp;rsquo;s true potential is unlocked by allowing it to serve as a tooling platform, and for that it needs close communication with the editor.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m thinking of making the editor a separate program, so that use is a bit simplified and you don&amp;rsquo;t need to download the full thing every time, or open and close the editor every 5 seconds, as well as permit more advanced features. This is going to be extra tricky however, so I want to nail it early.&lt;/p&gt;
&lt;p&gt;The editor being functional will mark the end of the first phase of the compiled castagne rewrite: the core structure. Phase 2 will be continuing development on the core to allow each module to come back, thus building it back into working order.&lt;/p&gt;
&lt;p&gt;(I&amp;rsquo;ll of course make a video like the one from monday to explain more, just give it a bit of time)&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne CHECK 1 - New Year Edition</title>
      <link>https://castagneengine.com/progress/2026-01-05/</link>
      <pubDate>Mon, 05 Jan 2026 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2026-01-05/</guid>
        <description>
        &lt;p&gt;@Castagne-SmallUpdates
First Castagne check / changelog preview / whatever you wanna call it
I&amp;rsquo;ll try to put some small videos for progress from time to time
With the software it&amp;rsquo;s really quick to make BUT i do need to spend a couple hours to improve it if I can
I planned on doing dev today but I got roped into helping out with cursed computer problems lmao
&lt;a href=&#34;https://youtu.be/oklO_x6w5Ag&#34;&gt;https://youtu.be/oklO_x6w5Ag&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne Stream 4</title>
      <link>https://castagneengine.com/progress/2025-12-15/</link>
      <pubDate>Mon, 15 Dec 2025 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2025-12-15/</guid>
        <description>
        &lt;p&gt;Starting stream soon! Come for the whiteboard catch up on castagne&amp;rsquo;s design lol
&lt;a href=&#34;https://www.youtube.com/watch?v=k3s8JSZg82Y&#34;&gt;https://www.youtube.com/watch?v=k3s8JSZg82Y&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne Stream 3</title>
      <link>https://castagneengine.com/progress/2025-12-10/</link>
      <pubDate>Wed, 10 Dec 2025 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2025-12-10/</guid>
        <description>
        &lt;p&gt;Castagne dev stream: Variables
Let&amp;rsquo;s go, this time I actually slept before lol
&lt;a href=&#34;https://www.youtube.com/watch?v=aprIF_6Ze1U&#34;&gt;https://www.youtube.com/watch?v=aprIF_6Ze1U&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne Stream 2</title>
      <link>https://castagneengine.com/progress/2025-12-09/</link>
      <pubDate>Tue, 09 Dec 2025 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2025-12-09/</guid>
        <description>
        &lt;p&gt;Hop in, we doing the compiler
I&amp;rsquo;ll only ping @Streaming from now on if that becomes regular, so check the role if you&amp;rsquo;re interested!
&lt;a href=&#34;https://www.youtube.com/watch?v=VSkvQRiN0AU&#34;&gt;https://www.youtube.com/watch?v=VSkvQRiN0AU&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne Stream 1</title>
      <link>https://castagneengine.com/progress/2025-12-07/</link>
      <pubDate>Sun, 07 Dec 2025 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2025-12-07/</guid>
        <description>
        &lt;p&gt;As requested by you guys, dev stream for castagne
&lt;a href=&#34;https://youtube.com/live/wEmolGKz8pI?feature=share&#34;&gt;https://youtube.com/live/wEmolGKz8pI?feature=share&lt;/a&gt;&lt;/p&gt;

        </description>
    </item>
    <item>
      <title>Castagne for Godot 4 Start!</title>
      <link>https://castagneengine.com/progress/2025-12-05/</link>
      <pubDate>Fri, 05 Dec 2025 00:00:00 +0000</pubDate>
      <guid>https://castagneengine.com/progress/2025-12-05/</guid>
        <description>
        &lt;p&gt;Castagne for Godot 4 STARTED TODAY!
currently doing setup and writing the design in full
the new editor is going to be incredible&lt;/p&gt;

        </description>
    </item>
  </channel>
</rss>
