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I'm in the process of evaluating Go-raylib for a fantasy console project in lieu of Love2D. The basic rationale is: * I only need inner loop high performance -
by jungler 8y ago
I'm in the process of evaluating Go-raylib for a fantasy console project in lieu of Love2D. The basic rationale is:
* I only need inner loop high performance - it's a fantasy console, and intentionally limited. It will have some C code, but I don't want to write a lot of it.
* I want the project to be easy to build with few external dependencies(raylib is tops at getting this right)
* I want static types and zero-indexing for the "OS layer" part, at least, since I have to build some original data structures for IDE functionality(e.g. there will be a text editor).
It was the last part that made me switch away from Lua, and then it was the first two that made me consider Go.
- tokai 8y agoWhat about nim?
- justinclift 8y agoAre you meaning https://github.com/gen2brain/raylib-go https://github.com/gen2brain/raylib-go? If so, it seems a bit too buggy still for really wanting to write production code with it. :( G3N seems ok: http://g3n.rocks http://g3n.rocks Although it doesn't yet have a long history of maturity either. :/
- pasabagi 8y agoI think the problem is the ffi overhead to C from Go is really high, like, way higher than any comparable language, because of the segmented stack thing. I mean the nice thing about Love2d is that LuaJIT has the best ffi overhead when calling C. https://github.com/dyu/ffi-overhead https://github.com/dyu/ffi-overhead
- pjmlp 8y agoIt always felt strange to me the CGO approach, instead of what many compiled languages offer, e.g.: function exit(code: integer); external; cdecl; No need to have two phase compilation or run external tools.