[m-users.] A proof of concept video game, preview of progress.
"Sean Charles (emacstheviking)" <[email protected]>
| Newsgroups | gmane.comp.lang.mercury.general |
|---|---|
| Message-ID | <[email protected]> |
I've published a short video of my proof-of-concept of using Mercury as a means to write a simple space shooter game in 2D, using a library called Raylib. https://www.youtube.com/watch?v=pmiv5a731V8 2023 SEP 23 -- Super-Mega Invaders - Take 01 youtube.com It's nowhere near the final version of course. This video is just to show of: * the easing engine based on Robert Penners now famous equations * a text animation engine based on the easing library * an on-screen display module for the score management * an asset management library for sprite sheets and sound effects / music There is *no sprite* engine so far as I haven't needed that level of generalisation. All I can say is that, even without destructive updating of the core structures, so far it is holding 59 FPS without issue, I keep piling on the code and it just stays around 58/59 FPS. I have to say that using Mercury for this, it's an absolute dream! I am no expert at mercury and I still stumble and fall quite often, but I would much rather use Mercury than C++ for writing games. I don't think AAA games would be viable UNLESS the destructive / in-memory updating could be addressed, assuming that was an issue of course but usually AAA games optimise everything, and use shaders for as much as they can, I have used one shader, the default shader! The way Mercury keeps my code honest and logically sound is worth its wight in gold. The video quality sucks, I used OBS, well, I've never uploaded anything to YT before ever so I guess there's more to learn there as well, I don't care, it gets the point across. _______________________________________________ users mailing list [email protected] https://lists.mercurylang.org/listinfo/users