Mercury Game Engine

·Front Page
·Resume
·Projects
·Experience Listing
·Personal
·StepMania
·My Involvement
·SMOnline
·SM Lights
·SMLAN
·SMVAN
·Mercury Engine
·My Involvement
·Documentation and Info
·Magical Nights DJs
·My Involvement
·Blogspot
I am a co-author of the Mercury Game Engine ( SF Page ). It's a multi-threadded, multi-platform general engine and framework with an emphasis on games. I worked on mercury with Joshua Allen since August 2005. I worked on it using SourceForge.net tools and began to interact with a few more part-timers, introducing them to the system and aiding them in their addition of code to our code base. Joshua Allen and I designed the general flow of the engine as well as learned how to utilize all libraries we currently have in Mercury. I worked primarily with the general environment and code support systems. I produced a number of systems for it, including but not limited to:
  • Functional macro implementation
  • Wrote a plain text command tween interpreter
  • Rewriting the STL's string, vector and deque to operate quickly
  • Writing centralized file managers to seamlessly integrate archives, direct and net
  • Wrote numerous self-registering systems, input, objects, image loaders
  • Developed a factory-pattern for most in-game objects
  • Ported a crash-handling system
  • Developed input systems
  • Developed a UI system called "copper"
  • Developed a weighted-vertex quaternion bone animation system
  • During my time on Mercury, I became knowledgeable in the following libraries:
  • zLib
  • libjpeg
  • libpng
  • ODE
  • OPCODE
  • General Windows API
  • OpenGL
  • SDL

  • Screen Shot from Mercury on the FPS demo Oct 20, 2006


    Screen Shot from Mercury on the title screen showing copper UI Nov 8, 2006

    © 2006-2008 Charles Lohr