tedsta / gofission Goto Github PK
View Code? Open in Web Editor NEWA flexible game engine written in Go and based on the entity component system model.
License: MIT License
A flexible game engine written in Go and based on the entity component system model.
License: MIT License
Right now, you declare component type bits like so:
var FooComponentType = fission.NextComponentType()
Obviously, these variables can be modified, but they should never be modified. It would be more idiomatic if they were constant. However, you can't use a function to initialize constants since they are processed at compile time.
At first, I used the SFML bindings to Go, but I quickly became dissatisfied with them. With bindings you don't actually get to "touch" the variables. For instance, the Vector2 class. I hated using SetX and X methods to accomplish things. It didn't feel like idiomatic Go. So I rewrote the relevant parts of SFML in Go (it was hard). Unfortunately, the C++ design patterns SFML uses wonderfully don't work well in Go, so the rewrite feels a bit clunky. Make the SFML Go code more Go-like.
Main issues:
Source files:
color.go
rect.go
rendertarget.go
sprite.go
texture.go
transform.go
transform_test.go
transformable.go
vector2.go
vertex.go
view.go
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