Ebiten
wazero
Ebiten | wazero | |
---|---|---|
54 | 52 | |
9,889 | 4,550 | |
- | 1.6% | |
9.8 | 9.8 | |
2 days ago | 9 days ago | |
Go | Go | |
Apache License 2.0 | 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.
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
wazero
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Wazero: The zero dependency WebAssembly runtime
https://github.com/tetratelabs/wazero/releases/tag/v1.7.0
This includes the final release of the new optimizing compiler, which is a big improvement over the previous one.
The new version also adds experimental support for threads and snapshot/restore (setjmp/longjmp).
This is already being used by go-pgquery, all will mean that sqlc won't need to ship to almost copies of wazero (these features had been implemented on a friendly fork, and have now been up-streamed).
- Wazero v1.6.0
- Show HN: My Go SQLite driver did poorly on a benchmark, so I fixed it
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Making Games in Go for Absolute Beginners
> Go actually has one of the best WASM runtimes https://github.com/tetratelabs/wazero
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WASM by Example
Wazero looks super cool. I saw somewhere that programs can be run with a timeout, which sounds great for sandboxing. The program input is just a slice of bytes [1], so an interesting use case would be to use something like Nats [2] to distribute programs to different servers. Super simple distributed computing!
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1: https://github.com/tetratelabs/wazero/blob/main/examples/bas...
2: https://natsbyexample.com/examples/messaging/pub-sub/go
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Show HN: Sqinn-Go is a Golang library for accessing SQLite databases in pure Go
It is slower.
The WASM runtime wazero [1] uses a compiler on amd64 and arm64 (on Linux, macOS, Windows, and FreeBSD), but the current compiler is very fast (at compiling), but very naive (generates less than optimal code).
An optimizing compiler is currently being developed, and should be released in the coming months. I'm optimistic that this compiler will cover the performance gap between WASM and modernc.
[1]: https://wazero.io
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Jacobin: Minimal JVM written in Go and capable of running Java 17 classes
I am a fan of the Jacobin project! For your uses, you may also want to consider wazero [1], a pure-go WebAssembly runtime. Full disclosure: I am on the team :)
[1]: https://wazero.io/
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Val, a high-level systems programming language
No longer does Wasm/WASI need JS host! There are many spec-compliant runtimes built for environments from tiny embedded systems up to beefy arm/x86 racks:
- https://github.com/bytecodealliance/wasm-micro-runtime
- https://github.com/bytecodealliance/wasmtime
- https://github.com/wasmerio/wasmer
- https://github.com/tetratelabs/wazero
- https://github.com/extism/extism (disclaimer, my company's project - makes wasm easily embeddable into 16+ programming languages!)
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WebAssembly and Replayable Functions
full disclosure: I don't work on it, but the devs are committers/contributors to https://wazero.io (I am a wazero committer) :)
- Wazero: Zero dependency WebAssembly runtime written in Go
What are some alternatives?
Pixel - A hand-crafted 2D game library in Go
wasmer - π The leading Wasm Runtime supporting WASIX, WASI and Emscripten
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
wasmtime - A fast and secure runtime for WebAssembly
go-sdl2 - SDL2 binding for Go
wasmer-go - πΉπΈοΈ WebAssembly runtime for Go
engo - Engo is an open-source 2D game engine written in Go.
grule-rule-engine - Rule engine implementation in Golang
resolv - A Simple 2D Golang collision detection and resolution library for games
yaegi - Yaegi is Another Elegant Go Interpreter
Oak - A pure Go game engine
gc - Branch of the spec repo scoped to discussion of GC integration in WebAssembly