gx
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gx
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Making Games in Go for Absolute Beginners
Nice! Ebiten is a super nice API for Go. Lots there to be inspired by in API design. Another API I like a lot is Love for Lua (which also actually can be used from C++).
Re: the comments on here about the GC etc. -- I've posted about this a couple times before but I've been using a custom Go -> C++ compiler for hobby gamedev, which helps with perf, gives access to C/C++ APIs (I've been using Raylib and physics engines etc.) and also especially has good perf in WebAssembly. Another nice thing is you can add in some reflection / metaprogramming stuff for eg. serializing structs or inspector UI for game entity properties. I was briefly experimenting with generating GLSL from Go code too so you can write shaders in Go and pass data to them with shared structs etc.
The compiler: https://github.com/nikki93/gx
- Gx: Go to C++ Compiler
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Cppfront, Herb Sutter's proposal for a new C++ syntax
I've been using my own little Go (subset / my own extensions) -> C++ compiler -- https://github.com/nikki93/gx -- and found it to be a fun way to add some guardrails and nicer syntax over C++ usage. You get Go's package system and the syntax analyzers / syntax highlighters etc. just work.
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Build Pong in Your Terminal with Go for Some Reason
Re: perf for hobby gamedev, I basically agree for native builds, but lately I've felt like Wasm support seems key for hobby gamedev (so you can have more people play your game / without downloading it / it works directly on mobile too without dealing with app or play store). And Go perf in Wasm unfortunately is not so good (I was hitting big GC pauses when trying to make a game with Ebiten and large images).
I ended up writing a Go -> C++ compiler. The games I've done with it don't use the GC at all but also don't manually manage memory -- they use an ECS api which helps. https://github.com/nikki93/gx -- the README links to development workflow video and complete example game code.
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GoGCTuner brought CPU utilisation down ~50%
I've written my own Go (subset + extensions) -> C++ transpiler and using it on a game project: https://www.youtube.com/watch?v=8He97Sl9iy0 -- No GC, it does have slices and has access to an entity/component API and with that I think you're basically set and don't need GC for games.
Example transpiler input / output: https://github.com/nikki93/gx/blob/master/example/main.gx.go... becomes https://gist.github.com/nikki93/97ff376abb6718427387bb9cca2f...
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I wrote a simple Go->C++ compiler for gameplay programming (gives module system, simple definition-checked generics, static reflection). Here's a demo from my game project. Generated C++ visible at end of video. Compiler source is ~1500 lines, link in description. Will do a public release soon!
Hey thanks! The source code for the compiler itself is here: https://github.com/nikki93/gx along with a test / example under the 'example/' directory. This is the C++ output when compiling 'example/': https://gist.github.com/nikki93/b650c551ccb67490d8607980a582c468
raylib-5k
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Making Games in Go for Absolute Beginners
A game made with it for raylib game jam along with the raylib bindings and other engine stuff: https://github.com/nikki93/raylib-5k
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Show HN: I made a 2D shoot 'em up game with Go, using Entity Component System
I do also really like Go for various reasons, and have been working on a Go -> C++ transpiler and associated ECS libs to make a personal game project with. I used it to make a game for Raylib game jam earlier this year too: https://github.com/nikki93/raylib-5k You can see what the development workflow looks like in this video (the ECS stuff also has an editor): https://www.youtube.com/watch?v=8He97Sl9iy0
I'm trying to decide how much time I should devote to making this easier to set up / use by other people in the medium term, since it's just a side project for me. Might make a codespaces template so it's quick to get started.
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Why Am I Excited About WebAssembly?
For the client I use a simple go -> c++ compiler I wrote and compile to wasm from that actually. It had zero overhead interfacing to / calls to C/C++ (including generics<->templates) since it's just generating that. Example web game made with that: https://github.com/nikki93/raylib-5k
I think I've seen wasmtime before. If I needed to interface to any C/C++ things on the server I would probably just write in C/C++ (or Gx) yeah.
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Generics can make your Go code slower
Sweet! I've been using it for the same. Example game project (did it for a game jam): https://github.com/nikki93/raylib-5k -- in this case the Go gets transpiled to C++ and runs as WebAssembly too. Readme includes a link to play the game in the browser. game.gx.go and behaviors.gx.go kind of show the ECS style.
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Packet Lost: A game (playable in browser!) made for Raylib jam using a Go->C++ transpiler and WebAssembly. GitHub repo link in comments!
GitHub repo: https://github.com/nikki93/raylib-5k
What are some alternatives?
printf - Tiny, fast(ish), self-contained, fully loaded printf, sprinf etc. implementation; particularly useful in embedded systems.
donburi - Just another ECS library for Go/Ebitengine
cppfront - A personal experimental C++ Syntax 2 -> Syntax 1 compiler
goloader - load and run golang code at runtime.
rotaterm
usbarmory - USB armory - The open source compact secure computer
flapioca - A Flappy Bird-inspired terminal game written in Go.
temporal-polyfill - A lightweight polyfill for Temporal, successor to the JavaScript Date object
go - The Go programming language
airplanes - A 2D shoot 'em up game made with Go, Ebitengine, and donburi. Featuring ECS (Entity Component System).
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
proposal - Go Project Design Documents