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Azul3D – A 3D game engine written in Go

azul3d.org

11–20 of 46 posts

Re: Azul3D – A 3D game engine written in Go

#11
post #7
post #3

Garbage collector FAQ isn't necessarily reassuring, since it seems to say "go through the same hoops other GC gaming platforms push you through". Obligatory Rust gaming comment goes here.

I never read it like that at all. To me it says be mindful when allocating memory. This is no more effort than having to manually allocate and free memory, but also has the convenience and safety of a GC to fall back on.

If I'm going to have to be mindful of the GC I'd rather just avoid a GC language altogether. An abstraction you have to be obsessively mindful of is worse than no abstraction at all.

Re: Azul3D – A 3D game engine written in Go

#12
post #10

"No, and it likely never will. Azul3D is for programmers and doesn't provide GUI-editors." So, you write your levels using a text editor? That's not for programmers, that's for people who hate themselves.

Not all games need level editors. Doesn't make much sense for procedurally generated games. Level editors provided with game editors often aren't appropriate for a lot of games and they need custom editors anyway. A team making a run of the mill fps is probably going to go with something more established, like unity, unreal, source or cryengine.

Re: Azul3D – A 3D game engine written in Go

#13
post #10

"No, and it likely never will. Azul3D is for programmers and doesn't provide GUI-editors." So, you write your levels using a text editor? That's not for programmers, that's for people who hate themselves.

> That's not for programmers, that's for people who hate themselves.

I laughed.

In my experience, building games have meant building tools to fit exactly what your game needs, on top of the engine. There are sets of engines + middleware that handle all of that, but it doesn't seem that this projects is aiming for that (which is normal, see Irrlicht3D, OGRE, etc.)

Re: Azul3D – A 3D game engine written in Go

#14
post #11
post #7

Earlier quoted context omitted.

I never read it like that at all. To me it says be mindful when allocating memory. This is no more effort than having to manually allocate and free memory, but also has the convenience and safety of a GC to fall back on.

If I'm going to have to be mindful of the GC I'd rather just avoid a GC language altogether. An abstraction you have to be obsessively mindful of is worse than no abstraction at all.

Nobody said anything about obsessing.

When you write code you need to care about your allocations, whether you have a GC or not.

When you write code without a GC you need to be mindful of freeing memory. With a GC you do not.

So the GC relieves part of the burden of memory management, and that part is often the hardest part (particularly in concurrent systems).

Re: Azul3D – A 3D game engine written in Go

#15
post #11
post #7

Earlier quoted context omitted.

I never read it like that at all. To me it says be mindful when allocating memory. This is no more effort than having to manually allocate and free memory, but also has the convenience and safety of a GC to fall back on.

If I'm going to have to be mindful of the GC I'd rather just avoid a GC language altogether. An abstraction you have to be obsessively mindful of is worse than no abstraction at all.

Pooled allocations/deallocations via factory methods ala Ardor3D or what have you aren't too annoying at all.

Re: Azul3D – A 3D game engine written in Go

#19
post #5

What's with the package versioning? http://azul3d.org/doc/versioning.html#development-versions v1 (latest version) import "azul3d.org/audio.v1" v0 (in development) import "azul3d.org/audio.v0" Is this normal for go packages?

It's not normal, but package versioning in go is broken, so people invent their own workarounds

There is no versioning, so it can't be broken.

Re: Azul3D – A 3D game engine written in Go

#20
this caught my eye a few months ago when I decided to learn some opengl/gamedev. Started working with it but abandoned it when I realized that opengl 2 is decade old. Other then that it seemed a rather nice set of tools for my inexperienced eye
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