roguelike
Ebiten
roguelike | Ebiten | |
---|---|---|
19 | 54 | |
80 | 9,889 | |
- | - | |
9.2 | 9.8 | |
6 days ago | 8 days ago | |
Zig | Go | |
GNU General Public License v3.0 only | 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.
roguelike
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Sharing Saturday #447
Latest release
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Sharing Saturday #443
Oathbreaker (GitHub, initial writeup)
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Sharing Saturday #438
Try out the latest release! Actually, don't bother.
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Feedback Friday #61 - Oathbreaker
But there is... only it's not in-game, it's in the online docs. I guess I'll have to find a way to put it in-game if I want to keep some hope of folks understanding it.
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Sharing Saturday #436
I ditched the idea of completing the in-game tutorial for this release, instead opting to have a walkthrough in the docs. See it here (It's not... quite done yet though. I still need to upload those GIFs and such.)
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Sharing Saturday #425
Oathbreaker (GitHub, initial writeup)
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Sharing Saturday #424
Try out the latest release!
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Sharing Saturday #423
For anyone else who wants to use it: the code is here, but note that there is a lot of cleanup for me to do before I can make it a standalone library as zig-sentry. I hope to complete it slowly over the course of the next few weeks, but no promises.
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Sharing Saturday #421
Try out the latest release! Or use the Replit (Use fullscreen and press Ctrl+L since the starting window size is too small.)
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Sharing Saturday #420
Replit. Note that you'll need to enable fullscreen and hit Ctrl+L as the starting console window is too small. Keybindings are listed here.
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?
BrogueLite - This repository is deprecated. Please see Brogue Lite at the new repository.
Pixel - A hand-crafted 2D game library in Go
bevy - A refreshingly simple data-driven game engine built in Rust
raylib-go - Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.
BevyRoguelike - Roguelike game using Rust and the Bevy engine
go-sdl2 - SDL2 binding for Go
tcod_tutorial_v2
engo - Engo is an open-source 2D game engine written in Go.
ball-smash-dungeon - ball physics roguelike
resolv - A Simple 2D Golang collision detection and resolution library for games
flotsom_rl - Flotsom Roguelike
Oak - A pure Go game engine