The article above is a little old, so the process may be more "refined" now, but godot is gaining a lot of notoriety in the open source game engine scene,and supports every platform including web and ar/vr.
I have looked into the godot C++ bindings source a while ago and can say that this (porting to pascal) should not be too hard, but will be a lot of effort. Basically for every godot type a wrapper type needs to be implemented.
It would actually be pretty easy using the(managed) advanced to represent the godot simple types (like vector, string, etc) and classes for the Node types
But, I actually created a small game (well if you call it that, it's more like a base level with some mechanics) with godot and first thought of using the C++ bindings because I really dislike the godot language as it is really weird (can't really handle cyclic dependencies, which means you can't referr to your own class type within it's class without very weird hacks), but the error management and debugging is so absolutely bad that I decided not to after the first few hours of playing around.
Also there are a lot of things that are really hard to express using native code, like godots internal arrays are these pythonesque arrays and you can't just pass a typed C style array to the engine and need to work on those "variant arrays" (I think thats how they are called).
So long story short, Godot is great for making games, creating a pascal binding, while taking some effort wouldn't be that hard, but I don't think that it would be worth it and in the end, as long as you don't rely on performance (in which case the C++ bindings would probably even be a better option) I think using gdscript is the better option.
About the topic in general, I personally feel that none of the pascal game engines (truth be told, I haven't tried out castle in years) can really compare to the "big" engines like Unity, Cry engine, etc. even to Godot (which is compared to the big ones really weak), and I personally would rather choose my tools to be suited best for the project than stick to a certain language and use worse tooling.
I hate gdscript and really like pascal, but would probably take it over pascal any time for creating a game, because with godot you can create a simple marioesque jump and run game in around 1 hour.