changie
Ebiten
Our great sponsors
changie | Ebiten | |
---|---|---|
26 | 53 | |
585 | 9,831 | |
- | - | |
8.9 | 9.8 | |
9 days ago | 6 days ago | |
Go | Go | |
MIT License | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
changie
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Changie - Auto mode and GitHub action
That is all for now. Reach me on twitter @miniScruffDev or by starting a discussion on GitHub.
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Looking for feedback: cargo-changelog
Yes, there is changie - a golang tool that inspired me actually.
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Documentation generated from Code with custom options
The complete source for this generation is here in gen.go and might help anyone else who wants to implement there own docs from code.
- Looking for projects to contribute
- Changie
- Any open source project I could join?
- Looking for open source project to contribute
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Changie - Replacments and Choices
A short example is the one from Changie itself that asks for an issue number and adds a link when formatting. Changie's .changie.yaml is basically the default configuration with the issue choice added.
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Changie - Automated Changelog Generation for Large Projects
That is all for now. Reach me on twitter @miniScruffDev or by starting a discussion on GitHub.
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Running a method in the top-level scope of a Go program
I tend to create a package or file for handling configs with a load or init method depending on how it is loaded ( yaml or env vars ). Here is a bigger example for my own CLI tool Changie https://github.com/miniscruff/changie/blob/main/core/config.go.
Ebiten
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Making Games in Go for Absolute Beginners
I love Go, yet I've never thought of it as a language with usable game engines. I'm extremely happy to find I was very wrong about that!
I'm woefully behind the curve on compiling to WASM, though, and I've yet to experiment much with tinygo so I have no idea how far I would get in creating a game people could enjoy in a browser without having to download a big bundle of assets. It's reassuring to see WASM mentioned explicitly as a compilation target [1] by Ebitengine though.
[1] https://github.com/hajimehoshi/ebiten
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Ho did/do you remove cgo?
For other OSes, see https://github.com/hajimehoshi/ebiten/issues/1162
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Is there a love2d for c++?
What about learning Go with Ebiten? Or Rust with Bevy?
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What would be the closest thing to Unity/Unreal C#/C++ for Go to create games/animations/visual work?
Actually, there is a game engine in Go. Ebiten(gine) is actually really popular and has already been used for a few games in production
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How complex/big can I make games in Go?
Check out this thread, some of the linked repositories might be of help. https://github.com/hajimehoshi/ebiten/discussions/1527
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Spaceshooter in Go
// consider having a laser type to deal with orientation, etc // basic information to draw sprites, track position and update position type Body struct { // positions x float64 y float64 // velocities vx float64 vy float64 // get height and width from sheet.xml using sp width int height int } type Enemy struct { Body sp int health int } type Laser struct { Body sp int } type Mode int const ( ModeTitle Mode = iota ModeGame ModeGameOver ) var ( arcadeFont font.Face smallArcadeFont font.Face ) // fonts and sizes func init() { tt, err := truetype.Parse(fonts.ArcadeN_ttf) if err != nil { log.Fatal(err) } const dpi = 72 arcadeFont = truetype.NewFace(tt, &truetype.Options{ Size: fontSize, DPI: dpi, Hinting: font.HintingFull, }) smallArcadeFont = truetype.NewFace(tt, &truetype.Options{ Size: smallFontSize, DPI: dpi, Hinting: font.HintingFull, }) } // in the future have a laser type struct, spriteImgNum, and number of animations type Game struct { mode Mode level int // tracks location of player and maybe health Player struct { Body health int laserType int canShoot bool sp int // consider adding in height and width of player object // all of the sprites seem to be the same // TODO set global width } PLasers []*Laser Enemies []*Enemy ELasers []*Laser gameoverCount int } // load images func init() { // sprites img, _, err := image.Decode(bytes.NewReader(resources.Sprites_png)) if err != nil { log.Fatal(err) } gameImages, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault) // backgrounds img, _, err = image.Decode(bytes.NewReader(resources.Starfieldreal_jpg)) if err != nil { log.Fatal(err) } bgImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault) } // background image logic from // # https://github.com/hajimehoshi/ebiten/blob/master/examples/infinitescroll/main.go var ( theViewport = &viewport{} ) type viewport struct { x16 int y16 int } func (p *viewport) Move() { w, h := bgImage.Size() maxX16 := w * 16 maxY16 := h * 16 p.x16 += w / 32 p.y16 += h / 32 p.x16 %= maxX16 p.y16 %= maxY16 }
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Mac + opengl
I noticed a similar issue when I got my MBP with the framebuffer not matching the window size and this has to do with the DPI settings. This GitHub link helped me understand the issue better and I hope it can be of assistance to you https://github.com/hajimehoshi/ebiten/pull/1811
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crten - a small tool to view your pixel art with a CRT screen effect
This program also demonstrates how great Ebitengine is and how you can port GLSL shaders to it almost 1 to 1.
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Sharing Saturday #439
Basic gist: built in Go with ebitengine, medieval fantasy, pixel art
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Sharing Saturday #438
Hey guys, first post here. I'm working on a roguelike written in Go using ebitengine. It's very early on, I don't wanna show too much in its current state, and of course everything is currently in flux, but I've made some progress and a few decisions.
What are some alternatives?
standard-version - :trophy: Automate versioning and CHANGELOG generation, with semver.org and conventionalcommits.org
Pixel - A hand-crafted 2D game library in Go
towncrier - Manage the release notes for your project.
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
git-cliff - A highly customizable Changelog Generator that follows Conventional Commit specifications ⛰️
go-sdl2 - SDL2 binding for Go
ascii-image-converter - A cross-platform command-line tool to convert images into ascii art and print them on the console. Now supports braille art!
engo - Engo is an open-source 2D game engine written in Go.
keploy - Test generation for Developers. Generate tests and stubs for your application that actually work!
resolv - A Simple 2D Golang collision detection and resolution library for games
chigo - 🌈 Lolcat in Go: Rainbows and Unicorns!
Oak - A pure Go game engine