giu
Ebiten
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giu
- Giu: Cross platform rapid GUI framework for Golang based on Dear ImGui
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[Golang] GIU V0.6.1: Un cadre d'interface graphique rapide multiplateforme.
[https://github.com/allendang/giu
- Desktop UI
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moving to GUI from TUI
I prefer giu + zenity for tooling GUIs with either very few or very many elements (i.e. 100's). I use Flutter for when I want an attractive GUI of medium complexity.
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LTT creating their own Benchmark tool called MarkBench
FYI, they're using Dear ImGui. Either https://github.com/AllenDang/giu or https://github.com/inkyblackness/imgui-go
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Show HN: Goroutine-analyzer: A visual goroutine stack dump debugging tool
I did poke around for a bit, but I really needed the tool, and I knew it would be days of work if I learned a new tool and hours if I stuck with what I knew.
My coworker Andrew did start a similar tool, which is here: https://github.com/andrewpmartinez/grid and uses https://github.com/AllenDang/giu for the UI.
Next time I need a feature I probably take a look at that and see what the model looks like and and how straightforward it is to work with.
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Announce cimgui-go an auto-generated wrapper of Dear ImGui
To maintain my another GUI lib giu (https://github.com/AllenDang/giu), I used to update imgui manually time to time, and it always a pain in my ass.
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Zig for trading - data collection, storage, number crunching and displaying
I then used GIU (https://github.com/AllenDang/giu) which is a Go wrapper around IMGUI - I found major performance issues since my requirements are pretty extreme, I was plotting charts containing 1000's of points and the overhead of calling the underlying C libraries from Go was too much.
- Writing GUI apps in Go
- Go GUI Developer Survey Results
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
What are some alternatives?
gio - Mirror of the Gio main repository (https://git.sr.ht/~eliasnaur/gio)
Pixel - A hand-crafted 2D game library in Go
fyne - Cross platform GUI toolkit in Go inspired by Material Design
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
gio-x - Mirror of the Gio x repository (https://git.sr.ht/~whereswaldon/gio-x)
go-sdl2 - SDL2 binding for Go
winlamb - A lightweight modern C++11 library for Win32 API, using lambdas to handle Windows messages.
engo - Engo is an open-source 2D game engine written in Go.
go-flutter - Flutter on Windows, MacOS and Linux - based on Flutter Embedding, Go and GLFW.
resolv - A Simple 2D Golang collision detection and resolution library for games
Wails - Create beautiful applications using Go
Oak - A pure Go game engine