Moving to a new engine


Hello! I haven't posted anything in a long while, so I guess it's finally time for an update.

As I stated in my previous post, I wanted to switch to a new engine for Planet Overgamma, that would be much better organized than the current lovejam engine. This is finally coming true, as rapid is getting more and more stable every day.

rapid is my new game engine I'll be using for all of my future projects. It's written entirely in Nim—a fast, garbage collected systems programming language, which I highly recommend. It's a really nice language, which has great interop with C, allowing me to use practically any C library I want. rapid currently uses GLFW for windowing, but I'm considering switching to SDL as it provides many more useful features (including audio, for which finding an engine/framework is not that easy).

Today I finally implemented physics to the engine. They're (almost) exactly the same as in lovejam, except they're frame rate independent—this should make PO (and my other games) run much smoother on older machines. Not that it ran terrible on low-end hardware, it was actually really good—except now it will run even better. rapid's physics implementation is much more well-optimized than lovejam's, mainly due to the fact that I'm not on a tight schedule anymore (I'm not making rapid specifically for game jams).

I hope to release the first alpha version of PO sometime in May. For now though, farewell, and see you soon!

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