Game Engine Overview


The Game Engine expansion to Mintoris Basic provides easy access to the raw power of your devices graphics hardware. In fact, you should expect somewhere around 60 fps in the Game Engine mode.

Development of the Mintoris Game Engine began in 2010 and was driven by the development of the game Mintoris Space. Since Mintoris Space is a space adventure game, the Game Engine is heavily geared toward space games and free fall physics. While the Game Engine was being merged with Basic 7.3 it was extended to other 2D game formats.

Creating a game can be broken down into stages. A good place to start is to decide what type of game you are going to write. The game type is mostly defined by the type of background you use.





Screen shot of Mintoris Space




The Game Engine excels at one or two player action games. Below is a screen shot of the Air Pong demo program. It's sort of a cross between old pong and air hockey.








Gone is the need to frantically tie the program in a loop to draw each frame. In fact this is the main loop of the program seen above.




'==========================
' Main Loop
' The game is completely
' event interrupt driven.
' The main loop just waits
' for the program to end.
'
Do until done
wait 1000
Loop

GameEngine Off
Exit



As of the 7.3 upgrade, you can set your own user defined subroutines to execute when a given event happens. So, you don't have to sit and loop constantly checking to see if an event has happened. Now you tell Basic to execute your subroutine when that event happens.





SetOnTouchSub onTouch()

Sub onTouch(action, index, x, y)

priorX = x
priorY = y

End Sub



The Mintoris Game Engine has several different types of display backgrounds which can be used alone or in combination with one another.








The scene above is composed to three different background types each on different graphic layers. When this program runs it shows the view from the back seat of a car (fixed background) looking out at a cityscape (scrolling background). As the car drives the buildings move by at one rate while the sky and mountains (scrolling background) move by at a slower rate. So, three backgrounds on three different graphic layers all moving independent of one another.

The scene above could just as easily be an airplane cockpit instead of a car window. Maybe the bridge of a ship looking out at the enemy at night. Many possibilities.








Tile map graphics is a technique which uses a number of smaller graphic tiles to form a (sometimes very) large graphic background. The background graphics created may be many times bigger than could otherwise be displayed. Tiles are reused over and over which saves RAM. Only the tiles you see on the screen are rendered so large maps may be shifted, scaled and rotated without loss of real-time performance.








Game Engine Overview







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