Does Go even have some "standard" SDL bindings? I was googling the other day (with the aim of learning Go through doing something fun) and I found like 6 results only on the first page. Didn't go and try any of them because to be honest that's depressing... i bet that if there are 6 different bindings none is feature complete.
Is Go useful just for server side stuff then?
And to the twitch guy I'm sorry, I'm old enough to prefer written documentation :)
You were recommended one binding for SDL and one for GL. Obviously they're different.
glfw and SDL are similar things, in that one may use one or the other to do basic operating system tasks like "get a window" which you can then draw to with opengl (or vulkan or whatever)
Even if you were programming in C++ you would have the choice between glfw or SDL for that kind of thing (or directly talking to your operating system's API!), so Go is not adding any confusion here that doesn't exist already.
I talk a bit about this in the EP 6 stream that you are too old for =) (I prefer written docs too! EDIT here: https://www.khronos.org/opengl/wiki/Related_toolkits_and_API... )
My main confusion is I know some SDL and OpenGL, but no Go. Thus, I don't know how to choose a SDL binding. Fighting with the binding is not a good thing when you want to learn a new language by doing a space invaders clone :)
Thank you mr/mrs/whatever gameswithgo! That's what I wanted to hear!
Go is a general purpose programming language, so it's suitable for basically anything in the Java/Python/.Net world modulo availability of libraries.
They do a very good job of making the API relatively idiomatic to Go without adding overhead, and I haven't run into any bugs yet.
I have been using them as part of a twitch series that teaches programming via small game projects. I go through how to get SDL2 up and running in episode 6:
https://www.twitch.tv/jackmott42/videos/all
There are aspects of Go that should make it better for game related programming. The low latency GC is a very good thing, compiling to native binaries means quicker start up time, and better responsiveness than a JIT, and easier distribution. Fast compile times are also very nice for many game programming workflows.
Wow.
I'd consider that pretty amazing and useful for displaying visual information like charts, flame graphs, latency plots etc.
Is this a (de-facto) standard? If not, it should be!
Surprisingly there's nothing similar for Linux distributions - iTerm is for Mac only.
>> Terminals can display images?