Go Games: Difference between revisions
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https://github.com/oakmound/shiny | https://github.com/oakmound/shiny | ||
=== Graphics === | |||
2D like JS. Layers of sprites. Each sprite knows how to draw itself to a layer. With Go, more layers will be useful because I can draw them in parallel. | |||
=== Loading === | |||
I want everything packaged in a single file, so I can build a tool to read a resources directory and write everything to a byte slice in a generated file. Now there's no loading necessary. | |||
Revision as of 14:52, 3 July 2018
Engines
- https://github.com/oakmound/oak : I like this, looks simple but solid. I like their "no-deps" goal.
- https://github.com/g3n/engine : Not sure about the dependencies (requires gcc)
- https://github.com/azul3d/engine : Looks good for 3d games.
- https://github.com/hajimehoshi/ebiten : 2D web browser games
DIY
Because of course. Then again, I've got my vec2d package that's pretty good and the stuff I built in Javascirpt I liked, redoing that in Go won't require a lot. I like a lot of what Oakmound did, I just don't like how they did it, so I can use a lot of their code. For screen management, use their shiny fork:
https://github.com/oakmound/shiny
Graphics
2D like JS. Layers of sprites. Each sprite knows how to draw itself to a layer. With Go, more layers will be useful because I can draw them in parallel.
Loading
I want everything packaged in a single file, so I can build a tool to read a resources directory and write everything to a byte slice in a generated file. Now there's no loading necessary.