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SFML projects / Re: Rewrite of SFML in Google's Golang
« on: October 20, 2013, 04:14:11 pm »
This is all very cool! Any reason for using SFML only for graphic and not events/input? And an example pong would be awesome - even some more basic NeHe examples would be cool.
I love the idea of being able to write cross-platform games w/ Go, the language has a very expressive & modern feel that I think will help prevent some of the developer distraction that C++ and it's enormous syntax bring into the process (I imagine dev time + compile time being drastically better for game dev in Go, even if performance is a little weaker).
Your port here is very future-facing, because although SFML dev seem to have been slightly opposed to OpenGL ES (if you check these forums), the desolation of the PC and console gaming industry (desolation prob an exaggeration) and growth of mobile gaming will force SFML author to support ES or become irrelevant (and soon). The competitiveness of the gaming industry nowadays doesn't allow most game developers the 3-6 years they need to create impressive, immersive experiences, and languages like C++ are not necessarily great for fast-paced, iterative development. EDIT: what I mean here is that when SFML3 w/ ES comes around, you will probably find more Go people interestedin SFML, and you may be in a good position to be a leader in that front.
As far as your friends who use C++ not learning go - I think since you guys are in University, now is the best time to try new languages if they were married w/ kids and trying to find time to learn Go while changing endless diapers, then I would see the benefit of sticking to what you know. Additionally, if you guys write your code modularly enough, you should be able to port to C/C++ very easily if Go starts to feel too weak.
Anyhow, I'll keep an eye on your repo and once I get a little bit of code operational I should be able to contribute some. Additionally, I am curious for more detail about why you chose to rewrite instead of using the bindings from krepa
I love the idea of being able to write cross-platform games w/ Go, the language has a very expressive & modern feel that I think will help prevent some of the developer distraction that C++ and it's enormous syntax bring into the process (I imagine dev time + compile time being drastically better for game dev in Go, even if performance is a little weaker).
Your port here is very future-facing, because although SFML dev seem to have been slightly opposed to OpenGL ES (if you check these forums), the desolation of the PC and console gaming industry (desolation prob an exaggeration) and growth of mobile gaming will force SFML author to support ES or become irrelevant (and soon). The competitiveness of the gaming industry nowadays doesn't allow most game developers the 3-6 years they need to create impressive, immersive experiences, and languages like C++ are not necessarily great for fast-paced, iterative development. EDIT: what I mean here is that when SFML3 w/ ES comes around, you will probably find more Go people interestedin SFML, and you may be in a good position to be a leader in that front.
As far as your friends who use C++ not learning go - I think since you guys are in University, now is the best time to try new languages if they were married w/ kids and trying to find time to learn Go while changing endless diapers, then I would see the benefit of sticking to what you know. Additionally, if you guys write your code modularly enough, you should be able to port to C/C++ very easily if Go starts to feel too weak.
Anyhow, I'll keep an eye on your repo and once I get a little bit of code operational I should be able to contribute some. Additionally, I am curious for more detail about why you chose to rewrite instead of using the bindings from krepa