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Top 23 Go Game development Projects
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SaaSHub
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Pitaya
Scalable game server framework with clustering support and client libraries for iOS, Android, Unity and others through the C SDK. (by topfreegames)
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SaaSHub
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We finally have a functional game! Now, we can work on a GUI for our sliding puzzle. I've choose Ebiten, an open source engine that allows us to build 2D games. It makes us implement an interface with the functions Update, Draw e Layout.
Project mention: Show HN: Goober Dash a multiplayer game made in Godot3 with 50k levels | news.ycombinator.com | 2024-05-15Hey HN.
We have a pretty cool tech stack to make a game like this possible, so I thought I'd give a writeup of how we did it.
We ship Goober Dash to multiple websites, iOS, Android, Mac App Store & Steam PC/Mac/Linux. We run timed deals on premium cosmetics and have advertising on the web versions.
We have a kubernetes cluster that has Agones [1] for game server orchestration, a custom written matchmaker, a fork of nakama [2] for the account system, our gameserver fleets (Godot in a docker container), some monitoring tools, a postgres database, and a bunch of ingress controller stuff. We run all of this out of Digital Ocean's nyc datacenter. Fun fact: my personal ping to nyc suddenly got much faster a few months ago (80ms -> 50ms).
We made this game in Godot 3 using a custom c++ netcode module for rollback and resimulation. This multiplayer system supports websocket, webRTC and enet as a transport layer. The clients use a second thread to simulate from the server state to their current state. This second thread is usable even on the web when SharedArrayBuffer is available.
We made a level editor for this game where users can create levels. There are over 50,000 levels. Most of them are kinda throw away levels of users simply trying out the level editor, but there are some really cool levels too, like this 'flappy bird' level [3] or this one that uses crates in a cool way [4].
For this game, we wrote the majority of it in GDScript as a first prototype, but then before release we had to rewrite the gameplay loop in c++ to make it performant enough (we can hit 60fps on android web on many devices now).
We are a small company of 3 people up in Canada and we've been working our butts off for 3 years to make it work as an indie gaming studio. We're climbing and grinding, but still not crushing it. Personally, I think Goober Dash is a great game and deserves more attention. Would love to know what you think of it, and I can answer any questions about Godot as I have been using it professionally for years now.
[1] https://github.com/googleforgames/agones
[2] https://github.com/heroiclabs/nakama
[3] https://gooberdash.winterpixel.io/?play=f3ccaa3e-5c9c-41f8-8...
[4] https://gooberdash.winterpixel.io/?play=7eb9fe45-6f7d-4c8a-a...
I've been working on a game over the past year in Go using https://github.com/g3n/engine. I picked Go because I like the language and wanted to learn it. I picked g3n-engine because I wanted to work in 3d after making a few 2d games in the past.
Making games is so much more challenging and rewarding than almost all of the work I've done for pay. There's always so much more to learn that doesn't feel like just relearning how to do the same thing except with a different framework of the week.
> Your game looks great, congrats on your progress! I especially enjoyed how the zoom works when you're leaving/arrive planets, and the unique propulsion system (also, the anchor made me giggle!).
Thank you. Feedbacks are very much appreciated. There is still a long was until an eventual release, but it's very fun to work on it.
> I tend to not need many, so I'd be curious if you can recall any structure in particular which you couldn't find? No biggie if not.
I had trouble finding basic structures like sets or linked lists, as much as more specific ones like R-tree, M-tree, KD-tree quad-tree or specific kinds of tries.
When quickly searching on Google, there are pretty much always some results, but when looking at the details it's not that great. Most of the packages have some kind of flaw that was a deal-breaker for me. Most common ones are:
- The package is something developed by one guy 4 years ago, and has pretty much no stars and is abandoned
- The structure is somehow backed by the native `map`, meaning that it has the same randomized iteration order
- There is some kind of logic to try to handle multi-threading, mixed-up with the data structure's logic. Often with mutexes/locks, thus killing the performance. My game is pretty much only mono-thread, and I just need something simple and that does not care about synchronization.
- The structure is not generic, but only uses `interface{}`
- The structure lacks tests or have unreadable code made of 1-letter variables
> I'm not a game dev, but I've seen some larger games such as https://github.com/divVerent/aaaaxy/tree/main/internal (if you haven't played it before—do it!) which seems to be able to place everything into separate packages without issue, so perhaps there's something to gleam from their architecture?
Thanks for the reference. After looking at it, is seems to me that they are creating really tiny packages made of one or two files. I don't want my codebase to end-up with thousands of 1-file packages, it does not seem very maintainable. I want to keep having packages with clearly defined purposes and domains.
> Hash map iteration shouldn't be sorted in _any_ language (here's Rust, for example https://play.rust-lang.org/?version=stable&mode=debug&editio... (Python makes it _appear_ as if dicts are sorted hash maps, but that's only because it doesn't only use a hash table, but a vector as well (same as you'd have to do in Go))), otherwise it would cause both portability and security (https://github.com/golang/go/issues/2630) issues. You should probably be using a b-tree if you aren't willing to sort it yourself.
I think that you didn't understand my message (or I didn't explain clearly enough). I do not need the items to be sorted, I need the iteration order to be consistent.
Let's say that I insert A, B and C in a map, then want to iterate on it. I will get an unspecified order, maybe ABC, maybe CBA, maybe BAC, which does not matter to me. However, in any language, this order will be consistent across all future iterations unless the data is changed. This is a natural property of any data structure. So if I got CBA in the first loop, I will also get CBA in the second and third loops.
In golang this is not the case because they actively inserted a random order. It means that even if the data does not change, I may get CBA in the first iteration, but BAC in the second, then ABC... Which created a ton of issues for me.
> If you don't care about unloading https://github.com/pkujhd/goloader
Go Game development related posts
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Building a Sliding Puzzle with Go
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Criando um Sliding Puzzle em Go
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Lag Is Never Where You Want It... Or Don't Want It
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Making Games in Go for Absolute Beginners
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aaaaxy: A nonlinear 2D puzzle platformer taking place in impossible spaces.
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Ho did/do you remove cgo?
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Release v0.5.4 - TextInput updates!
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A note from our sponsor - InfluxDB
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Index
What are some of the best open-source Game development projects in Go? This list will help you:
Project | Stars | |
---|---|---|
1 | Ebiten | 10,037 |
2 | agones | 5,872 |
3 | Leaf | 5,130 |
4 | Pixel | 4,416 |
5 | open-match | 3,070 |
6 | nano | 2,726 |
7 | g3n | 2,665 |
8 | goworld | 2,518 |
9 | Pitaya | 2,189 |
10 | engo | 1,715 |
11 | Oak | 1,518 |
12 | termloop | 1,401 |
13 | gonet | 1,245 |
14 | harmonica | 987 |
15 | go-astar | 582 |
16 | ebitenui | 495 |
17 | godot-go | 479 |
18 | resolv | 412 |
19 | GarageEngine | 320 |
20 | thundernetes | 304 |
21 | go3d | 288 |
22 | aaaaxy | 203 |
23 | d3d9 | 156 |