My kind of dream project here is to maybe make a little tutorial series on how to use the library making a small game with it. Maybe inspire a few young people to get into graphics/game programming to show how simple it is - in the go domain specifically. The library is kind of a no thrills graphics library, maybe I should market it that way.
The project doesn't really market itself too much right now, and I don't think I will focus on that till I've written a reasonably polished game in it either. But thank you for that link I will bookmark it.
Kind of just throwing the project up on here for people to look at & critique.
And that is a point... the feature project is a text editor. Though I think it looks a bit more impressive than the alternative which is a little game I'm working on in my spare time.
The library itself is worked on from time to time. The last commit was a few days ago (a small patch however).
Any examples of this being used for something non-trivial? I'm generally curious because I figured Golang would be a no-go due to the GC...
Huh? Tons of GC languages are used for games. Heck, web games use JS. Not to mention the whole C#/Unity thing that even powers AAA games...
In a lot of 2D games, simple patterns like object pooling are more than enough to squash any GC problems. There's a whole spectrum of performance requirements out there -- no need to discount a framework due to it's language.
It's a fight against the GC typically
I'm close to implementing hot code update -- in my Go game servers!
It is a matter how it gets used, not that it is present.
As a practical example, capturing variables in a closure will usually cause them to be heap allocated in Go, but in C++ capturing has no effect on variable storage.