Go 3D Game Engine http://g3n.rocks
Fork from https://github.com/g3n/engine

Christian Wolfgang e55b0cc7a8 Node dispose disposes all children as well 5 years ago
animation 825105b688 Fix docs 6 years ago
app 6787e56af6 Improve app-browser.go 6 years ago
audio 13a2c9e55e Move constant definitions 6 years ago
camera 39ccc1c74e Fix horizontal FOV 5 years ago
core e55b0cc7a8 Node dispose disposes all children as well 5 years ago
experimental 116597ce47 Overhaul camera package and refactor raycasting logic into collision package. 6 years ago
geometry 61b0322c16 Initialize bounding box for node and geometry with min/max bounds 5 years ago
gls 8b2d7dab53 Merge pull request #198 from DamianImrich/go114 5 years ago
graphic 973727e925 Make Phong the Standard material. 6 years ago
gui 7e7566a672 Added Remove method for the Window type 5 years ago
light 3d7a9f0e74 Require reference to INode when initializing a Node 6 years ago
loader 002283cdfc Adding support for collada triangles 5 years ago
material 6a5a4f00b8 Remove old TODO 6 years ago
math32 df2b6d4aea Merge branch 'master' of https://github.com/g3n/engine 5 years ago
renderer c33b64e820 Optimize phong_model 6 years ago
text 84132e511c gofmt 7 years ago
texture e20af296a1 Rename SetDataCompressed 6 years ago
tools cc8e77164f Fix g3nshaders producint non-standard output 6 years ago
util 0e39060fc5 Change support to Go 13+ 5 years ago
window 69383454cb Update to GLFW 3.3 5 years ago
.gitattributes 60a4df0db5 mark audio/windows as linguist-vendored 7 years ago
LICENSE 3585b36aec first import 8 years ago
README.md 6f5f950dde Update README.md 6 years ago
go.mod 69383454cb Update to GLFW 3.3 5 years ago
go.sum 69383454cb Update to GLFW 3.3 5 years ago

README.md

G3N Banner

Godoc Go Report Card

G3N - Go 3D Game Engine

G3N (pronounced "gen") is an OpenGL 3D Game Engine written in Go. It can be used to write cross-platform Go applications that show rich and dynamic 3D representations - not just games. A basic integrated GUI framework is provided, and 3D spatial audio is supported through OpenAL.

To see G3N in action try the G3N demo or the Gokoban award winning game.

G3ND In Action

Highlighted Projects Using G3N

Dependencies

Go 1.8+ is required. The engine also requires the system to have an OpenGL driver and a GCC-compatible C compiler.

On Unix-based systems the engine depends on some C libraries that can be installed using the appropriate distribution package manager. See below for OS specific requirements.

Ubuntu/Debian-like

$ sudo apt-get install xorg-dev libgl1-mesa-dev libopenal1 libopenal-dev libvorbis0a libvorbis-dev libvorbisfile3

Fedora

$ sudo dnf -y install xorg-x11-proto-devel mesa-libGL mesa-libGL-devel openal-soft openal-soft-devel libvorbis libvorbis-devel glfw-devel libXi-devel

CentOS 7

Enable the EPEL repository:

$ sudo yum -y install https://dl.fedoraproject.org/pub/epel/epel-release-latest-7.noarch.rpm

Then install the same packages as for Fedora - remember to use yum instead of dnf for the package installation command.

Windows

We tested the Windows build using the mingw-w64 toolchain (you can download this file in particular).

The necessary audio DLLs are supplied and need to be added to your PATH. If you would like to build the DLLs yourself you can find the libraries' source code and build instructions here.

macOS

Install the development files of OpenAL and Vorbis using Homebrew:

brew install libvorbis openal-soft

Installation

The following set of commands will download and install the engine along with all its Go dependencies:

git clone https://github.com/g3n/engine g3n-engine
cd g3n-engine
go install ./...

Features

  • Cross-platform: Windows, Linux, and macOS. (WebAssembly is 90% complete!)
  • Integrated GUI (graphical user interface) with many widgets
  • Hierarchical scene graph - nodes can contain other nodes
  • 3D spatial audio via OpenAL (.wav, .ogg)
  • Real-time lighting: ambient, directional, point, and spot lights
  • Physically-based rendering: fresnel reflectance, geometric occlusion, microfacet distribution
  • Model loaders: glTF (.gltf, .glb), Wavefront OBJ (.obj), and COLLADA (.dae)
  • Geometry generators: box, sphere, cylinder, torus, etc...
  • Geometries support morph targets and multimaterials
  • Support for animated sprites based on sprite sheets
  • Perspective and ortographic cameras
  • Text image generation and support for TrueType fonts
  • Image textures can be loaded from GIF, PNG or JPEG files
  • Animation framework for position, rotation, and scale of objects
  • Support for user-created GLSL shaders: vertex, fragment, and geometry shaders
  • Integrated basic physics engine (experimental/incomplete)
  • Support for HiDPI displays

G3N Banner

Hello G3N

The code below is a basic "hello world" application (hellog3n) that shows a blue torus and a button that when clicked makes the torus red:

package main

import (
	"github.com/g3n/engine/app"
	"github.com/g3n/engine/camera"
	"github.com/g3n/engine/core"
	"github.com/g3n/engine/geometry"
	"github.com/g3n/engine/gls"
	"github.com/g3n/engine/graphic"
	"github.com/g3n/engine/gui"
	"github.com/g3n/engine/light"
	"github.com/g3n/engine/material"
	"github.com/g3n/engine/math32"
	"github.com/g3n/engine/renderer"
	"github.com/g3n/engine/util/helper"
	"github.com/g3n/engine/window"
	"time"
)

func main() {

	// Create application and scene
	a := app.App()
	scene := core.NewNode()

	// Set the scene to be managed by the gui manager
	gui.Manager().Set(scene)

	// Create perspective camera
	cam := camera.New(1)
	cam.SetPosition(0, 0, 3)
	scene.Add(cam)

	// Set up orbit control for the camera
	camera.NewOrbitControl(cam)

	// Set up callback to update viewport and camera aspect ratio when the window is resized
	onResize := func(evname string, ev interface{}) {
		// Get framebuffer size and update viewport accordingly
		width, height := a.GetSize()
		a.Gls().Viewport(0, 0, int32(width), int32(height))
		// Update the camera's aspect ratio
		cam.SetAspect(float32(width) / float32(height))
	}
	a.Subscribe(window.OnWindowSize, onResize)
	onResize("", nil)

	// Create a blue torus and add it to the scene
	geom := geometry.NewTorus(1, .4, 12, 32, math32.Pi*2)
	mat := material.NewStandard(math32.NewColor("DarkBlue"))
	mesh := graphic.NewMesh(geom, mat)
	scene.Add(mesh)

	// Create and add a button to the scene
	btn := gui.NewButton("Make Red")
	btn.SetPosition(100, 40)
	btn.SetSize(40, 40)
	btn.Subscribe(gui.OnClick, func(name string, ev interface{}) {
		mat.SetColor(math32.NewColor("DarkRed"))
	})
	scene.Add(btn)

	// Create and add lights to the scene
	scene.Add(light.NewAmbient(&math32.Color{1.0, 1.0, 1.0}, 0.8))
	pointLight := light.NewPoint(&math32.Color{1, 1, 1}, 5.0)
	pointLight.SetPosition(1, 0, 2)
	scene.Add(pointLight)

	// Create and add an axis helper to the scene
	scene.Add(helper.NewAxes(0.5))

	// Set background color to gray
	a.Gls().ClearColor(0.5, 0.5, 0.5, 1.0)

	// Run the application
	a.Run(func(renderer *renderer.Renderer, deltaTime time.Duration) {
		a.Gls().Clear(gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT | gls.COLOR_BUFFER_BIT)
		renderer.Render(scene, cam)
	})
}

hellog3n Screenshot

You can download and install hellog3n via:

go get -u github.com/g3n/demos/hellog3n

For more complex demos please see the G3N demo program.

Documentation

The complete engine API reference can be found here: GoDoc.

There is also the beginning of a Getting Started Guide, and a newly created list of Guides and Tutorials:

Along with those, a good way to learn how to use the engine is to see the source code of G3ND - the G3N demo.

Contributing

If you find a bug or create a new feature you are encouraged to send pull requests!

Community

Join our channel on Gophers Slack (Click here to register for Gophers Slack). It's a great way to have your questions answered quickly by the G3N community.