{"slug": "show-hn-i-remade-mortyr-s-2093-1944-engine-using-my-own-programming-language", "title": "Show HN: I remade Mortyr's 2093-1944 engine using my own programming language", "summary": "Developer Panzerschrek released PanzerMortyr, a from-scratch reimplementation of the Mortyr 2093-1944 game engine written in Ü, his own programming language. The project spans more than 70,000 lines of code covering data loading, game logic, OpenGL and hand-written software rasterizer rendering, and audio, and took nearly a year including reverse-engineering the original game's data formats and logic. Panzerschrek stated no LLM or similar tool was involved and that Ü's memory-safety design let him achieve strong performance with minimal debugging.", "body_md": "Hello, HN!\n\nToday I want to show my recent project called *PanzerMortyr*. It's a reimplementation of the engine of the game *Mortyr 2093-1944* ([https://en.wikipedia.org/wiki/Mortyr](https://en.wikipedia.org/wiki/Mortyr)).\n\nThe most interesting thing about it is that it's written in my own programming language named Ü, which I developed previously and continue developing. See [https://news.ycombinator.com/item?id=45769161](https://news.ycombinator.com/item?id=45769161), [https://github.com/Panzerschrek/U-00DC-Sprache/](https://github.com/Panzerschrek/U-00DC-Sprache/).\n\nI have spend almost a year developing *PanzerMortyr*. It took a lot of time, since I needed reverse-engineering data formats and logic of the original game and reimplementing it from scratch. No ready to use game engine was used, almost anything, what is needed, was written in Ü.\n\nAll code is written and designed by hand. No LLM or something similar was involved at all.\n\nThis project of mine has proven, that Ü is a mature language suitable for developing of complex programs. *PanzerMortyr* has more than 70000 lines of code, which includes data loading code, game logic, rendering (using OpenGL and a hand-written software rasterizer), audio code, etc. Thanks to Ü design preventing memory safety issues and minimizing other bugs without sacrificing performance I have achieved great performance without spending much time debugging and fixing bugs in such a huge codebase.\n\nA video demonstrating actual gameplay and graphics (with software rendering): [https://youtu.be/NepOPAPDvwA](https://youtu.be/NepOPAPDvwA)\n\nAn article describing some aspects of *PanzerMortyr's* development in details: [https://gist.github.com/Panzerschrek/4e61056f6ce8055ab5fc1d5...](https://gist.github.com/Panzerschrek/4e61056f6ce8055ab5fc1d5d102e2c48)\n\nComments URL: [https://news.ycombinator.com/item?id=49990225](https://news.ycombinator.com/item?id=49990225)\n\nPoints: 1\n\n# Comments: 0", "url": "https://wpnews.pro/news/show-hn-i-remade-mortyr-s-2093-1944-engine-using-my-own-programming-language", "canonical_source": "https://github.com/Panzerschrek/PanzerMortyr", "published_at": "2026-10-07 09:18:20+00:00", "updated_at": "2026-10-07 09:49:09.851338+00:00", "lang": "en", "topics": ["developer-tools"], "entities": ["PanzerMortyr", "Mortyr 2093-1944", "Ü", "Panzerschrek", "OpenGL"], "also_reported_by": [], "alternates": {"html": "https://wpnews.pro/news/show-hn-i-remade-mortyr-s-2093-1944-engine-using-my-own-programming-language", "markdown": "https://wpnews.pro/news/show-hn-i-remade-mortyr-s-2093-1944-engine-using-my-own-programming-language.md", "text": "https://wpnews.pro/news/show-hn-i-remade-mortyr-s-2093-1944-engine-using-my-own-programming-language.txt", "jsonld": "https://wpnews.pro/news/show-hn-i-remade-mortyr-s-2093-1944-engine-using-my-own-programming-language.jsonld"}}