Devlog 1 (The Framework)


Well this is the first time I'm writing a professional devlog... This is on Hoshifuru which I started because our hand-drawn assets for Shinsekai are taking very long, and I don’t want to pressurize my artists.

LET'S GET BACK TO THE POINT. Well, I, Pathik Sarkar (Chipkali), released a small 2D commercial game on my personal itch.io page recently. I made that using pygame. But the thing is, pygame rendering runs on CPU, and for a project like Hoshifuru, it can potentially drop framerate noticeably. So the first thing that comes as a solution is using a GPU rendering system, like OpenGL. But the problem with it is that the game will crash on PCs with no GPU support.

So here I used a simple solution:
I wrote a framework (wrapper) "KringineGl" where I integrated CPU (pygame) and GPU (moderngl) rendering.

Like, a game made with KringineGl will first check if the device supports GPU rendering.
If YES, then the game will use ModernGL (it's an OpenGL wrapper) rendering system.
If NO, then it will use CPU (pygame).

Here I attached a single sprite blitting function code of KringineGl.


I also added asset encoding and decoding systems to KringineGl btw and added a simplified event handling system (coded with pygame).

Leave a comment

Log in with itch.io to leave a comment.