Devlog #10 Working on Game Engine

It's been a long time since the previous post. I have to stop myself from working on the project. The problem is about the performance of the game. The game fps drop got me stuck. There is a huge mistake that I made. Because my project wasn't suitable for Pygame. Pygame is a framework that just uses a CPU. Maybe this is no problem for better computers, but my computer isn't powerful to render the game. Maybe, I couldn't optimize the game in a good way, Let's accept that, we're talking about a map size 640(tiles)x640(tiles). Pygame fails to render too many surfaces, and yes we can solve this problem with one big surface and chunking, however it's not invalid for terrain map. So I decided to make my own custom game engine in brief.


Development of Custom Game Engine

I use OpenGL and Python to create custom game engine. Also, I already use Pygame to create window and handle keyboard and mouse. You can see the project as open source. I named the game engine as melden. I suppose, there is no special meaning of it as a word. Why did I call like it? I don't want to say for now. So what's going on it? I'm not profession on OpenGL, so I study on it, and I guess it will go like this for a while. I'm using Modern OpenGL and currently I'm working on camera movement. 

Melden's first priority is going to be 2D game engine. Now, I can zoom-in and zoom-out easily with power of OpenGL. Unlimited power!

The another plan for engine is about ECS. I don't know should I implement it because I'm using Python not C++ or Rust. I don't know if it will be beneficial in terms of performance, but we can get a more concise code in terms of readability.

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