At this stage, this project is merely my playground to try out Vulkan along with a bunch of different things both in Go and technology in general.
Realized pretty quickly that Go is very unsuited to this sort of application. Not only it would flop with the amount of CGo calls, it's really hard to code with Vulkan still. Attention needs to be paid where the data you use is located. Is it in the heap or not for example. Ant yet you run into random crashes all the time. Writing this way became very tiring, I'll choose another language for it at some point. Still managed to figure out some nice ideas about resource storage and whatnot, learned a lot.
- Vulkan
- Packr
- gotk3 GUI that's loaded from glade resources
- Try running the thing on Android
- Memory mapped resource packs
- Tengo scripting engine
- A Plugin system
- Ability to run scripts on all cores
- Ability to run Vulkan rendering on all cores
- A nice, sufficient editor on gotk3
- An AI engine (experiment with neural networks too)
- Artificial intelligence that utilises GPU? gorgonia
- Design an actual game
- go-sdl does not yet release vulkan bindings, therefore Gopkg contains a commit from master.
dep ensure
likes to reset the verision to a newest tag. Keep an eye on it when updating packages.