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epiCoolDog November 28, 2025 at 6:18:08 PM

I know that I started to learn Golang a couple months ago and am still very far from mastering it, but I was yet again surprised by how much of a backend language it is. For things like graphical user interfaces, I use wails, which uses html/css/js for frontend and Golang as a backend. That is completely fine for me, but if I want to make a game, the only good option seems to be Ebiten, which is a bit like Pygame that I have worked with before. However, it has no direct support for 3D games, and any frameworks in Golang that do support 3D graphics are poorly or not at all documented. The best option for 3D games in Golang seemed to be g3n, but it is a bit outdated and has no documentation except a half written introdoction. So I decided to learn another language, specifically aimed towards using it for games. After a bit of research, I found that C++ seemed to be the best option. I could have used C# with Unity, but I have always used frameworks for games, and the only time I used an engine, Godot, I found it hard to adapt. Also, engines sort of ruin the fun for me, as it does not feel as good as writing essentially everything from scratch int a framework that pretty much only takes care of the graphics. I started to learn a bit about C++, and it was pretty fast to get used to for the basics, but I have not yet started to look into pointers, mostly because they are not needed for now. A few things I found weird was how you print to the console. In most languages you would have something like: print("Hello World!"wink or fmt.Println("Hello World!"wink, but in C++, it is std::cout << "Hello World!" << std::endl; Another thing that took me some time to get used to is having to put semicolons after each line. Python supports them optionally, but I never used to, so I often forget to add them. Finally, I really do not like the errors in C++. They are so confusing that I basically have no other option than to use my IDE's (VSCode) debugger, which I don't ever use in other languages. I would usually just put print statements everywhere and see what would run to help me debug. For my framework, I decided to use raylib. I am probably going to move to OpenGL later on, but for now it is way to low-level for me. I started by following a snake tutorial, then tried to make something myself. After making it in pygame to figure out the logic, I recreated my sand simulator in raylib. It is really just a cellular automota, but it still creates a nice effect. This does not mean I am giving up Golang, in fact, I am only planning to use C++ for games, so anything from desktop apps to terminal apps will still be made in Golang, as I really like it's philosophy.

Furius0055 November 28, 2025 at 6:14:39 PM

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maesh July 19, 2025 at 8:33:46 PM

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soapy May 13, 2025 at 8:15:24 AM

love this shade of purple

name April 9, 2025 at 9:40:28 PM

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fishh March 31, 2025 at 3:04:27 PM

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Vistrion March 31, 2025 at 12:45:33 PM

F I S H

epicCoolDog March 29, 2025 at 9:06:13 PM

Welcome to my guestbook biggrin