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Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

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Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#5
post #3

What’s the challenge with getting it working in macOS? Vulkan?

They're not using a library like SDL for windowing and input as far as I can tell. All the MacOS interfaces are in Objective-C or Swift, which I would wager (I've never used Go fwiw) aren't as easy to bind to from Go code.

MoltenVK has some extra interfaces you need to integrate with too, it's not a completely hands off setup.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#6
post #2

Vibe coded?

Video from a few years ago that might offer some background/context.

https://www.youtube.com/watch?v=hWVKeKpNQto

The channel has a few videos on it, not watched any other than this introductory one but some of the titles look interesting.

Also the introduction video above states an initial requirement of 'every PR must have a video' but it looks like that got dropped a while ago.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#9
GitHub is filled with these because it’s always easier to make an engine than a game. You play with the fun tech and make the graphics engine. You never make any tough tradeoffs because you don’t have a target to aim at.

When an engine becomes useful is when it has to make a game. All your abstractions tend to get rearranged and hard decisions are made.

Re: Kaiju – General purpose 3D/2D game engine in Go and Vulkan with built in editor

#10
post #8

About garbage collection: Are there a lot of Unity/Godot devs unaware that their engines are using GC? I would assume they'd have accepted the cost of GC already. Unreal devs I can understand having an issue with it though.

In my experience, when using Unity, I became acutely aware of creating garbage and how to avoid it. I used to see a lot of object pooling which is basically a makeshift arena allocator.
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