raylib-go
learn-wgpu
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raylib-go | learn-wgpu | |
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21 | 75 | |
1,290 | 1,382 | |
- | - | |
9.2 | 8.0 | |
8 days ago | 19 days ago | |
C | Rust | |
zlib License | MIT License |
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raylib-go
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Raylib is a simple and easy-to-use library to enjoy videogames programming
Raylib is awesome! It reminds me of the old school days of using BlitzBASIC to get things drawn on screen because it's easy and so much fun. This is how programming used to be, no fuss, just easy to use libraries.
I currently use Raylib with Go and the Go bindings[1] to create screensavers for Linux and I'm really happy with the results.
I even use it at work to draw interactive infrastructure diagrams that animate dependencies, allow controlling start-up etc. It's really flexible and simpler than anything else I've found to get stuff on-screen. I love it!
[1]: https://github.com/gen2brain/raylib-go
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Cool projects to learn and contribute?
If games/graphics interests you then this is a cool project and help is needed porting examples to Go. Raylib Go - basically it is a game development framework for Go. There are a whole lot of examples that haven't been added to the Github page here https://github.com/gen2brain/raylib-go/tree/master/examples
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Building Snake Game In Golang: Complete Guide
Well, I haven't used Ebiten much so can't compare however Raylib is super easy to use for both 2D and 3D (as far as I know Ebiten is mainly 2D) and there is a large community as there are Raylib bindings for a lot of languages. The Go bindings are here https://github.com/gen2brain/raylib-go and the Raylib website is here https://www.raylib.com/
- raylib-go - the golang binding of raylib released v.4.5 today
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What would be the closest thing to Unity/Unreal C#/C++ for Go to create games/animations/visual work?
However if you can code with Go already then something like Raylib https://github.com/gen2brain/raylib-go
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3d with Ebitengine?
You can do 3D with Go and Raylib quite easily, without a lot of math, not sure you can build a 3D rendering engine with it though https://github.com/gen2brain/raylib-go
- Can Go be used for game development?
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Where to find more information on using languages beside c++?
Unfortunately the biggest problem with Raylib for other languages like Go is just what you are talking about, there is minimal documentation. What I did to learn is to go through the examples on Github here https://github.com/gen2brain/raylib-go/tree/master/examples
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Golang Image Manipulation.
Not sure exactly what you want to do however Raylib offers some image manipulation and is easy to use https://github.com/gen2brain/raylib-go
learn-wgpu
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
- Learn Wgpu
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Learning OpenGL before wgpu?
So I was wondering if opting for option 1 would be better to begin with. OpenGL has a much bigger community and wgpu only has its documentation which I hear is not quite up there yet. There is this excellent tutorial for wgpu that I read through, but it seems like wgpu can be a lot more complicated than starting with OpenGL.
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Getting started with computer graphics with Rust
I started with wgpu tutorial (https://sotrh.github.io/learn-wgpu/) since I like the idea of portability and it's a Rust-first library, but it seems I'm missing some foundations of how CG works in general: the code is given, a little of explanation like it assumes I already know something, maybe I'm wrong, but I wish there was a longer explicit version.
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Trying to learn wgpu
If you haven't seen it: https://sotrh.github.io/learn-wgpu/ is a good introduction that will explain most of what you asked, then can refer to rend3d or bevys renderer to see how a render graph works.
What are some alternatives?
Ebiten - Ebitengine - A dead simple 2D game engine for Go
ash - Vulkan bindings for Rust
go-sdl2 - SDL2 binding for Go
glium - Safe OpenGL wrapper for the Rust language.
Pixel - A hand-crafted 2D game library in Go
SDL - Simple Directmedia Layer
g3n - Go 3D Game Engine (http://g3n.rocks)
winit - Window handling library in pure Rust
goworld - Scalable Distributed Game Server Engine with Hot Swapping in Golang
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
Oak - A pure Go game engine
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)