Comments (9)
Giving it a shot now.
from engo.
:+1;
On Tue, 5 Jan 2016 2:18 am Etienne Bruines [email protected] wrote:
Giving it a shot now.
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Reply to this email directly or view it on GitHub
#71 (comment).
from engo.
Yeah +1. I was wondering would this run as good as phaserjs? I was looking into using phaserjs but then not much of a javascript fan and prefer go instead so I thought of writing a wrapper for phaserjs for gopherjs.
from engo.
@pyros2097 you definitely could. However, in the past we have just used raw WebGL to make the backend work.
from engo.
At a stage where I got most of the stuff to work at the browser. Currently wrestling with the shaders (versions, webgl, that kinda stuff).
Audio is disabled in the browser (same reason as Windows), will be fixable though.
AddFromDir
is also not available, because we need to use direct URLs, and that's kinda hard to do with AddFromDir.
from engo.
Everything I have right now is at the gopherjs
branch.
Current state:
- Compiles
AddFromDir
not supportedAudioSystem
not supportedCameraSystem
not supported- Does not visually do anything (so headless pong should work, but real pong will show a blank screen)
Probably something wrong with the shaders or something - I'm not sure what the problem is, and I haven't been able to pin-point it.
I might start working on this again in a few weeks, but until then, feel free to pick it up where I left. (anyone)
from engo.
I also did some refactoring to make the gopherjs backend work initially then dropped it. My plan was to remove using glfw directly and use this https://github.com/goxjs/gl and this https://github.com/goxjs/glfw instead. I did most of of it and got the code compiling but got lost in shaders and some openGL calls not being present in webGL.
from engo.
@EtienneBruines I thought about how we could do AddFromDir
: go generate
. Basically we have a go generate script which is ran and builds an index of all the files in the "assets" directory (it would be configurable, obviously).
Then when AddFromDir
is ran it loops through the file index as opposed to the actual "file system".
from engo.
Closing because we have #256 and #260, and @otraore fixed the core part.
from engo.
Related Issues (20)
- Update isometric demo to use tiles of different sizes
- WSL to build on windows
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from engo.