I use it in commercial projects, which I plan to release next year. A detailed explanation "how it works" will be provided later here https://www.soyerdev.pl in the Projects section.
To understand how it works, you define your own physics principles, such as acceleration, friction, velocity, and the mass of the ball or any other object. These factors determine the energy transferred on impact, which affects the net’s color when hit. Each fiber of the vertex mesh has its own health points; when they are depleted, the net breaks.
You can search and buy ready to use code or you can read publicly available articles, for example: link
So if you’re using GameMaker, you can go with arrays, structs, or constructors. I tested all of them, and honestly the old-school approach, mostly arrays with a bit of structs, works best in GM. It’s the most efficient and gives the best FPS.
I’m currently working on a website where I’ll be explaining things in the Projects tab. The site is still under construction, so it’s more like a prototype with random projects from my disk or the Internet just for testing purposes.
The frontend is built in GameMaker, while the backend uses PHP, SQL, and some JavaScript.














