websocket
Ebiten
websocket | Ebiten | |
---|---|---|
15 | 54 | |
3,452 | 9,831 | |
- | - | |
8.7 | 9.8 | |
20 days ago | 9 days ago | |
Go | Go | |
ISC 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.
websocket
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Possible frameworks/languages for a web/mobile application
In my experience Go has been relatively approachable for people that are good at PHP. It has a great standard library and a pretty solid ecosystem, though frameworks aren’t as popular in Go. There are some well regarded libraries for things like WebRTC via https://github.com/pion/webrtc WebSicket via https://github.com/nhooyr/websocket
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Websocket memory usage
Also take a look at https://github.com/nhooyr/websocket - which is a good ws library, but I don't have anything specific about its memory usage per connection. But from what I see it will be somewhat similar to x/net/websocket.
- I don't understand these lines of code in Gorilla websocket example
- Websockets with golang
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Portal - a modern file transfer utility 🌌✨
nhooyr/websocket, shollz/pake, charmbracelet/bubbles, charmbracelet/bubbletea, charmbracelet/lipgloss, muesli/reflow, klauspost/pgzip and many, many more.
- Is there an alternative to gorilla websocket?
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Gorilla/websocket or Melody?
link: https://github.com/nhooyr/websocket
- Gorilla Web Toolkit is now in archive only mode
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Gorilla toolkit maintainers are stepping down and have been looking for new maintainers. The project could otherwise be archived.
There's https://github.com/gobwas/ws and https://github.com/nhooyr/websocket but neither have seen a commit in over a year
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Goomerang 🪃 A protocol buffers over websockets communications library
The last time I was using websockets, I found https://github.com/gobwas/ws to be a huge improvement over Gorilla, but I haven't been looking recently, and perhaps Gorilla was able to shed some of its bloat and improve API and performance since then.
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?
nbio - Pure Go 1000k+ connections solution, support tls/http1.x/websocket and basically compatible with net/http, with high-performance and low memory cost, non-blocking, event-driven, easy-to-use.
Pixel - A hand-crafted 2D game library in Go
Gin - Gin is a HTTP web framework written in Go (Golang). It features a Martini-like API with much better performance -- up to 40 times faster. If you need smashing performance, get yourself some Gin.
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
NATS - Golang client for NATS, the cloud native messaging system.
go-sdl2 - SDL2 binding for Go
ws - Tiny WebSocket library for Go.
engo - Engo is an open-source 2D game engine written in Go.
go-quilljs-delta
resolv - A Simple 2D Golang collision detection and resolution library for games
gio-example - Mirror of the Gio examples repository (https://git.sr.ht/~eliasnaur/gio-example)
Oak - A pure Go game engine