package main import eng "pkg:engine" // Many sprites sharing one Character_Data (Flyweight) — good batching demo. COUNT :: 1000 COLS :: 40 CELL_W :: 20 CELL_H :: 24 ORIGIN_X :: 20 ORIGIN_Y :: 40 main :: proc() { app: eng.App if !eng.init(&app, "crowd", 800, 600) do return defer eng.shutdown(&app) data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json") if !ok do return defer eng.destroy_character_data(&app, &data) sprites: [COUNT]eng.Sprite for i in 0 ..< COUNT { col := i % COLS row := i / COLS pos := eng.Vec2 { f32(ORIGIN_X + col * CELL_W), f32(ORIGIN_Y + row * CELL_H), } clip := "idle" if (i % 2) == 0 else "walk" sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5) } // Look at the middle of the grid rows := (COUNT + COLS - 1) / COLS app.camera.position = { f32(ORIGIN_X + (COLS - 1) * CELL_W / 2), f32(ORIGIN_Y + (rows - 1) * CELL_H / 2), } last := eng.now_seconds() for eng.events() { now := eng.now_seconds() dt := f32(now - last) last = now for &s in sprites { eng.update_sprite(&s, dt) } eng.begin_frame(&app) for &s in sprites { eng.draw_sprite(&app, &s) } eng.end_frame(&app) } }