vecty
mach
vecty | mach | |
---|---|---|
8 | 36 | |
2,757 | 2,809 | |
1.2% | 3.2% | |
0.0 | 9.7 | |
over 1 year ago | 6 days ago | |
Go | Zig | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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.
vecty
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Is there a Yew.rs like framework for Go?
Vecty
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Projects without writing any of the front end.
It depends on how specifically you don't want to write HTML/CSS/JS and how broad your definition of "frontend" is. There are a handful of all-go frontend frameworks such as Vecty and Vugu of varying maturity and completeness. Then there's other libraries that more or less have you write HTML tags in go, such as go-app.
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Is there any way to interop with JS in Zig/RS/C/C++?
It draws on Go's syscall/js library as inspiration, which is pretty powerful (I wrote a pretty popular React-like framework using it a while back.)
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Migrating from NodeJS/Typescript into Golang. Any advise for big web application?
A note on wasm: I'm building a hobby project with it right now and have tried different frameworks, I tried vecty which is nice to compile but full of bugs and unexpected behavior. I'm now on vugu which works better but is still harder to work with than a JS framework.
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What frontend libraries do exist in Go?
https://github.com/hexops/vecty/ is a framework for developing dynamic web frontends in Go. It's not production-ready, and will likely get some rewrites once generics drop, but it's pretty neat (I'm a contributor).
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Go for web frontend
There's Vecty, though it's likely to get a bit of a redesign once generics drops.
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go-app V8 release
How does it compare to https://github.com/hexops/vecty or https://github.com/bep/gr ?
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Daz: Composable HTML components in golang
Reminds me of Vecty from the GopherJS project: https://github.com/hexops/vecty .
mach
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Zig Software Foundation 2024 Financial Report and Fundraiser
Myself and many others are betting on Zig in major ways, I truly think it has a bright future ahead.
In spare time, myself and a few others are working on a game engine in Zig[0], and the Zig core team has been very receptive to addressing issues our project faces and supporting us.
Others are working on pixel art editors[1], open source 2D RPG games[2], there's a group of independent folks working on a 3D massive immersive sim game[3], a group working on making Zig an amazing language for micro-controllers[4], etc.
Please consider donating $5-10 a month to the ZSF! They are a great group of people, and it has so many knock-on effects for others in the FOSS community. :)
[0] https://machengine.org/
[1] https://github.com/foxnne/pixi
[2] https://github.com/foxnne/aftersun
[3] https://github.com/Srekel/tides-of-revival
[4] https://github.com/ZigEmbeddedGroup
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DevDocs
I don't know if there's anything better than a zip. For our website[0] which includes a bunch of docs for our game engine, Zig packages, etc. we just offer a link "offline version of this site" in the footer which is an ~80MB zip file.
I think the challenge with zip files is.. do you want all the images? do you want all versions of the docs, or just a specific version of the docs? It's hard to tailor the zip to the user's desire. But zip still seems to be the best.
[0] https://machengine.org/
- Not only Unity...
- Mach - Zig game engine & graphics toolkit
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New Béziers from Math
Cool to see others working on this problem. I hope more people do.
Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.
There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.
Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.
The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)
That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.
The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.
In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.
[0] https://bezier.method.ac/
[1] https://www.youtube.com/watch?v=QTybQ-5MlrE
[2] https://machengine.org
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0.11.0 Release Notes
A game engine https://machengine.org is being written in zig, there's also https://microzig.tech as zig is well suited to embedded development.
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Significant examples of Zig software (June 2023)?
https://github.com/hexops/mach (shameless plug)
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Learn WebGPU
Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.
WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.
[1] https://github.com/hexops/mach-examples
[2] https://github.com/hexops/mach#supported-zig-version
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Zig for gamedev?
We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
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Mach (Zig) Adventures - Part 1
git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d
What are some alternatives?
vugu - Vugu: A modern UI library for Go+WebAssembly (experimental)
SDL.zig - A shallow wrapper around SDL that provides object API and error handling
go-app - A package to build progressive web apps with Go programming language and WebAssembly.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
go-canvas - Library to use HTML5 Canvas from Go-WASM, with all drawing within go code
quickjs-emscripten - Safely execute untrusted Javascript in your Javascript, and execute synchronous code that uses async functions
spago - SpaGo is toolkit for Single Page Application.
zigstr - Zigstr is a UTF-8 string type for Zig programs.
gopherjs - A compiler from Go to JavaScript for running Go code in a browser
arocc - A C compiler written in Zig.
vert - WebAssembly interop between Go and JS values.
mach-glfw-vulkan-example - mach-glfw Vulkan example