Ebiten
Gin
Ebiten | Gin | |
---|---|---|
54 | 152 | |
9,889 | 75,577 | |
- | 0.6% | |
9.8 | 8.5 | |
2 days ago | 1 day ago | |
Go | Go | |
Apache License 2.0 | MIT License |
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.
Ebiten
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Lag Is Never Where You Want It... Or Don't Want It
Reading ebiten docs and source code they very clearly state that writing RGBA bytes to an image is slow, and shouldn't really be done every frame, at least many times per frame. This is where I thought my performance was being lost, and it sent me looking for answers for ages. Turns out, I was wrong and right.
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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
Gin
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How to Build and Document a Go REST API with Gin and Go-Swagger
Now let’s define the functions that will be called whenever a request hits our API. All the functions will be referencing the context provided by the Gin web framework. Paste the following code below the sample slice we just added to api.go:
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Password-less Login in Go from Scratch
We will be using Gorilla Mux. As per their last update, they have a new group of maintainers, and their repos have shown activity to confirm that. The tutorial can be easily replicated in any other framework or library as well. So, while we will be using Gorilla Mux, you can try to replicate it in Gin or Fiber as well.
- Autenticação com Golang e AWS Cognito
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Implementing JWT Authentication in a Golang Application
Now, let's dive into the fun part – creating our basic ToDo application using the powerful Gin framework. This section will walk you through the steps, breaking down the code into manageable snippets.
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Build a Serverless GenAI solution with Lambda, DynamoDB, LangChain and Amazon Bedrock
Thanks to the AWS Lambda Web Adapter, the application built as a (good old) REST/HTTP API using a familiar library (in this case, Gin.
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From Django or Flask to Sponge: How to Easily Develop High-Performance Web Services with Golang
Excellent Performance: Sponge is built on the gin framework, providing outstanding performance for web service development.
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Uploading and Serving Images from MongoDB in Golang
In this blog, we will delve into the fascinating realm of handling images in a Golang application, leveraging the power of the Gin framework for RESTful API development, MongoDB as a robust NoSQL database, and the mongo-driver library for seamless interaction with MongoDB. To store images efficiently, we'll explore the intricacies of GridFS, a specification within MongoDB for storing large files as separate chunks.
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Building RESTful API with Hexagonal Architecture in Go
It uses Gin as the HTTP framework and PostgreSQL as the database with pgx as the driver and Squirrel as the query builder. It also utilizes Redis as the caching layer with go-redis as the client.
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Different CORS settings for different paths?
I have created an application with Go in Gin-Gonic. In my frontend (Nuxt3/TypeScript) I always get a CORS error:
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Rapid Prototyping of Design-First APIs in Go
We use Gin web framework https://gin-gonic.com for the routing, Gin provides a balance between performance, ease of use and extensibility making it a preferred choice for building and running web applications in Go.
What are some alternatives?
Pixel - A hand-crafted 2D game library in Go
Fiber - ⚡️ Express inspired web framework written in Go
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
mux - A powerful HTTP router and URL matcher for building Go web servers with 🦍
go-sdl2 - SDL2 binding for Go
chi - lightweight, idiomatic and composable router for building Go HTTP services
engo - Engo is an open-source 2D game engine written in Go.
Echo - High performance, minimalist Go web framework
resolv - A Simple 2D Golang collision detection and resolution library for games
Beego - beego is an open-source, high-performance web framework for the Go programming language.
Oak - A pure Go game engine
Iris - The fastest HTTP/2 Go Web Framework. New, modern and easy to learn. Fast development with Code you control. Unbeatable cost-performance ratio :rocket: