ohrrpgce
Ebiten
ohrrpgce | Ebiten | |
---|---|---|
1 | 56 | |
72 | 9,934 | |
- | - | |
9.4 | 9.8 | |
about 2 months ago | 7 days ago | |
FreeBasic | Go | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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ohrrpgce
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The 90s Developer Starter Pack
Yes, I guess I could do that, then maybe I can get it upstreamed.
However I was misremembering a bit and misspoke before both about how easy it's been to support Windows 95 (it was easy up until a few mingw-w64 releases ago... except for spawning processes) and how recent my mingw-w64 is (I'm using 7.0.0, 3.5 years old, and simply haven't tried anything newer). Also I have no idea the minimum Windows targetted by mingw-w64 actually is, they don't say. I think they don't actually care about Windows 9x support, they just never did anything to break it before 6.0.0. So I doubt they'd accept such a patch.
The most important trick was you have to use a build of mingw-w64 with 'win32' rather than 'posix' threading ([1], and the rest of that thread is relevant too):
> the 'win32' threading support in mingw-w64 is the original one and supports all 32-bit Windows, while 'posix' threading (winpthreads) is a recent addition which is necessary to support C++11 mutexes and threads, but has higher system requirements. ... That's why mxe switched to posix threads by default in 2019.
[1] https://github.com/ohrrpgce/ohrrpgce/issues/1241#issuecommen...
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?
mxe - MXE (M cross environment)
Pixel - A hand-crafted 2D game library in Go
lone - The standalone Linux Lisp
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
raylib-freebasic - FreeBasic bindings for raylib
go-sdl2 - SDL2 binding for Go
tools_toolchain_vs2017bt_1416 - Visual Studio Build Tools 2017 v15.9.7
engo - Engo is an open-source 2D game engine written in Go.
Flag-Wars - Source code for the game Flag Wars made in FreeBASIC
resolv - A Simple 2D Golang collision detection and resolution library for games
Player - RPG Maker 2000/2003 and EasyRPG games interpreter
Oak - A pure Go game engine