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Topic starter 30/08/2025 2:07 am
# GO 3D Video Game Engine I'll create a complete 3D game engine structure in Go with the requested folder organization and core components. ## Folder Structure ``` engine/ ├── main.go ├── go.mod ├── go.sum ├── assets/ │ ├── shaders/ │ │ ├── vertex.glsl │ │ └── fragment.glsl │ ├── models/ │ │ └── cube.obj │ └── textures/ │ └── default.png ├── src/ │ ├── engine/ │ │ ├── engine.go │ │ ├── window.go │ │ ├── renderer.go │ │ ├── input.go │ │ └── timer.go │ ├── scene/ │ │ ├── scene.go │ │ ├── camera.go │ │ └── node.go │ ├── graphics/ │ │ ├── mesh.go │ │ ├── material.go │ │ ├── texture.go │ │ └── shader.go │ ├── components/ │ │ ├── transform.go │ │ ├── renderer.go │ │ └── camera_component.go │ └── utils/ │ └── math.go └── examples/ └── basic_game.go ``` ## Source Code ### go.mod ```go module engine go 1.21 require ( github.com/go-gl/gl/v4.6-core/gl v0.0.0-20211213135004-8e578a942b0c github.com/go-gl/glfw/v3.3/glfw v0.0.0-20230406160514-5709853d3f1a github.com/go-gl/mathgl/mgl32 v1.0.0 github.com/hajimehoshi/ebiten/v2 v2.6.0 golang.org/x/image v0.13.0 ) ``` ### main.go ```go package main import ( "log" "engine/src/engine" ) func main() { e := engine.NewEngine() if err := e.Init(); err != nil { log.Fatal("Failed to initialize engine:", err) } e.Run() } ``` ### src/engine/engine.go ```go package engine import ( "log" "time" "github.com/go-gl/glfw/v3.3/glfw" ) type Engine struct { window *glfw.Window renderer *Renderer input *Input timer *Timer scene *Scene } func NewEngine() *Engine { return &Engine{} } func (e *Engine) Init() error { // Initialize GLFW if err := glfw.Init(); err != nil { return err } // Set window hints glfw.WindowHint(glfw.ContextVersionMajor, 4) glfw.WindowHint(glfw.ContextVersionMinor, 6) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) // Create window window, err := glfw.CreateWindow(1280, 720, "Go 3D Game Engine", nil, nil) if err != nil { return err } window.MakeContextCurrent() e.window = window e.renderer = NewRenderer(window) e.input = NewInput(window) e.timer = NewTimer() e.scene = NewScene() log.Println("Engine initialized successfully") return nil } func (e *Engine) Run() { for !e.window.ShouldClose() { // Update timer e.timer.Update() // Process input e.input.Update() // Update scene e.scene.Update(e.timer.DeltaTime()) // Render scene e.renderer.Clear() e.scene.Render(e.renderer) e.window.SwapBuffers() glfw.PollEvents() } e.Shutdown() } func (e *Engine) Shutdown() { log.Println("Shutting down engine...") if e.window != nil { e.window.Destroy() } glfw.Terminate() } ``` ### src/engine/window.go ```go package engine import ( "github.com/go-gl/glfw/v3.3/glfw" ) type Window struct { glfwWindow *glfw.Window width int height int title string } func NewWindow(width, height int, title string) *Window { return &Window{ width: width, height: height, title: title, } } func (w *Window) Create() error { glfw.WindowHint(glfw.ContextVersionMajor, 4) glfw.WindowHint(glfw.ContextVersionMinor, 6) glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile) glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True) window, err := glfw.CreateWindow(w.width, w.height, w.title, nil, nil) if err != nil { return err } window.MakeContextCurrent() w.glfwWindow = window return nil } func (w *Window) ShouldClose() bool { return w.glfwWindow.ShouldClose() } func (w *Window) SwapBuffers() { w.glfwWindow.SwapBuffers() } func (w *Window) PollEvents() { glfw.PollEvents() } func (w *Window) GetSize() (int, int) { return w.width, w.height } ``` ### src/engine/renderer.go ```go package engine import ( "github.com/go-gl/gl/v4.6-core/gl" "github.com/go-gl/glfw/v3.3/glfw" ) type Renderer struct { window *glfw.Window } func NewRenderer(window *glfw.Window) *Renderer { return &Renderer{ window: window, } } func (r *Renderer) Clear() { gl.ClearColor(0.2, 0.3, 0.3, 1.0) gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) } func (r *Renderer) SetClearColor(rVal, gVal, bVal, aVal float32) { gl.ClearColor(rVal, gVal, bVal, aVal) } func (r *Renderer) EnableDepthTest() { gl.Enable(gl.DEPTH_TEST) gl.DepthFunc(gl.LESS) } ``` ### src/engine/input.go ```go package engine import ( "github.com/go-gl/glfw/v3.3/glfw" ) type Input struct { window *glfw.Window // Key states keys map[glfw.Key]bool } func NewInput(window *glfw.Window) *Input { return &Input{ window: window, keys: make(map[glfw.Key]bool), } } func (i *Input) Update() { for key := range i.keys { i.keys[key] = i.window.GetKey(key) == glfw.Press } } func (i *Input) IsKeyDown(key glfw.Key) bool { return i.keys[key] } func (i *Input) IsKeyPressed(key glfw.Key) bool { return i.window.GetKey(key) == glfw.Press } func (i *Input) IsKeyReleased(key glfw.Key) bool { return i.window.GetKey(key) == glfw.Release } ``` ### src/engine/timer.go ```go package engine import ( "time" ) type Timer struct { lastTime time.Time deltaTime float64 } func NewTimer() *Timer { return &Timer{ lastTime: time.Now(), } } func (t *Timer) Update() { currentTime := time.Now() t.deltaTime = currentTime.Sub(t.lastTime).Seconds() t.lastTime = currentTime } func (t *Timer) DeltaTime() float64 { return t.deltaTime } func (t *Timer) Time() float64 { return time.Since(t.lastTime).Seconds() } ``` ### src/scene/scene.go ```go package scene import ( "engine/src/engine" "engine/src/graphics" ) type Scene struct { nodes []*Node camera *Camera } func NewScene() *Scene { return &Scene{ camera: NewCamera(), } } func (s *Scene) Update(deltaTime float64) { for _, node := range s.nodes { node.Update(deltaTime) } } func (s *Scene) Render(renderer *engine.Renderer) { for _, node := range s.nodes { node.Render(renderer) } } func (s *Scene) AddNode(node *Node) { s.nodes = append(s.nodes, node) } func (s *Scene) GetCamera() *Camera { return s.camera } func (s *Scene) SetCamera(camera *Camera) { s.camera = camera } ``` ### src/scene/camera.go ```go package scene import ( "github.com/go-gl/mathgl/mgl32" ) type Camera struct { position mgl32.Vec3 rotation mgl32.Vec3 projection mgl32.Mat4 view mgl32.Mat4 } func NewCamera() *Camera { return &Camera{ position: mgl32.Vec3{0, 0, 5}, rotation: mgl32.Vec3{0, 0, 0}, projection: mgl32.Perspective(mgl32.DegToRad(45.0), 16/9, 0.1, 100.0), } } func (c *Camera) GetViewMatrix() mgl32.Mat4 { return c.view } func (c *Camera) GetProjectionMatrix() mgl32.Mat4 { return c.projection } func (c *Camera) Update() { // Simple camera update logic // In a real engine, this would handle movement and rotation c.view = mgl32.LookAt( c.position[0], c.position[1], c.position[2], 0, 0, 0, 0, 1, 0, ) } ``` ### src/scene/node.go ```go package scene import ( "engine/src/engine" "engine/src/components" "engine/src/graphics" ) type Node struct { transform *components.Transform renderer *components.Renderer children []*Node } func NewNode() *Node { return &Node{ transform: components.NewTransform(), renderer: components.NewRenderer(), } } func (n *Node) Update(deltaTime float64) { n.transform.Update() for _, child := range n.children { child.Update(deltaTime) } } func (n *Node) Render(renderer *engine.Renderer) { // In a real implementation, this would handle rendering with the transform // and potentially culling n.renderer.Render(renderer) for _, child := range n.children { child.Render(renderer) } } func (n *Node) AddChild(child *Node) { n.children = append(n.children, child) } func (n *Node) GetTransform() *components.Transform { return n.transform } func (n *Node) GetRenderer() *components.Renderer { return n.renderer } ``` ### src/graphics/mesh.go ```go package graphics import ( "github.com/go-gl/gl/v4.6-core/gl" ) type Mesh struct { vertexArray uint32 vertexBuffer uint32 indexBuffer uint32 numIndices int32 } func NewMesh() *Mesh { mesh := &Mesh{} gl.GenVertexArrays(1, &mesh.vertexArray) gl.GenBuffers(1, &mesh.vertexBuffer) gl.GenBuffers(1, &mesh.indexBuffer) return mesh } func (m *Mesh) Bind() { gl.BindVertexArray(m.vertexArray) } func (m *Mesh) Unbind() { gl.BindVertexArray(0) } func (m *Mesh) SetVertices(vertices []float32) { m.Bind() gl.BindBuffer(gl.ARRAY_BUFFER, m.vertexBuffer) gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW) // Setup vertex attributes gl.EnableVertexAttribArray(0) gl.VertexAttribPointer(0, 3, gl.FLOAT, false, 3*4, nil) m.Unbind() } func (m *Mesh) SetIndices(indices []uint32) { m.Bind() gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.indexBuffer) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW) m.numIndices = int32(len(indices)) m.Unbind() } func (m *Mesh) Draw() { m.Bind() gl.DrawElements(gl.TRIANGLES, m.numIndices, gl.UNSIGNED_INT, nil) m.Unbind() } ``` ### src/graphics/material.go ```go package graphics type Material struct { shader *Shader texture *Texture } func NewMaterial(shader *Shader) *Material { return &Material{ shader: shader, } } func (m *Material) SetTexture(texture *Texture) { m.texture = texture } func (m *Material) GetShader() *Shader { return m.shader } func (m *Material) GetTexture() *Texture { return m.texture } ``` ### src/graphics/texture.go ```go package graphics import ( "github.com/go-gl/gl/v4.6-core/gl" ) type Texture struct { id uint32 width int32 height int32 } func NewTexture() *Texture { var textureID uint32 gl.GenTextures(1, &textureID) return &Texture{ id: textureID, } } func (t *Texture) Bind() { gl.BindTexture(gl.TEXTURE_2D, t.id) } func (t *Texture) Unbind() { gl.BindTexture(gl.TEXTURE_2D, 0) } func (t *Texture) SetData(data []byte, width, height int32) { t.width = width t.height = height t.Bind() gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, gl.Ptr(data)) gl.GenerateMipmap(gl.TEXTURE_2D) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) t.Unbind() } ``` ### src/graphics/shader.go ```go package graphics import ( "fmt" "github.com/go-gl/gl/v4.6-core/gl" ) type Shader struct { id uint32 } func NewShader(vertexSource, fragmentSource string) (*Shader, error) { vertexShaderID, err := compileShader(vertexSource, gl.VERTEX_SHADER) if err != nil { return nil, fmt.Errorf("vertex shader compilation: %v", err) } fragmentShaderID, err := compileShader(fragmentSource, gl.FRAGMENT_SHADER) if err != nil { return nil, fmt.Errorf("fragment shader compilation: %v", err) } shaderProgramID := gl.CreateProgram() gl.AttachShader(shaderProgramID, vertexShaderID) gl.AttachShader(shaderProgramID, fragmentShaderID) gl.LinkProgram(shaderProgramID) // Check for linking errors var success int32 gl.GetProgramiv(shaderProgramID, gl.LINK_STATUS, &success) if success == 0 { var logLength int32 gl.GetProgramiv(shaderProgramID, gl.INFO_LOG_LENGTH, &logLength) log := make([]byte, logLength) gl.GetProgramInfoLog(shaderProgramID, logLength, nil, &log[0]) return nil, fmt.Errorf("shader program linking: %s", log) } gl.DeleteShader(vertexShaderID) gl.DeleteShader(fragmentShaderID) return &Shader{id: shaderProgramID}, nil } func (s *Shader) Use() { gl.UseProgram(s.id) } func (s *Shader) SetUniformMat4(name string, value []float32) { location := gl.GetUniformLocation(s.id, gl.Str(name+"\x00")) gl.UniformMatrix4fv(location, 1, false, &value[0]) } func (s *Shader) SetUniformVec3(name string, value []float32) { location := gl.GetUniformLocation(s.id, gl.Str(name+"\x00")) gl.Uniform3fv(location, 1, &value[0]) } func compileShader(source string, shaderType uint32) (uint32, error) { shaderID := gl.CreateShader(shaderType) csource, free := gl.Str(source) defer free() gl.ShaderSource(shaderID, 1, &csource, nil) gl.CompileShader(shaderID) var success int32 gl.GetShaderiv(shaderID, gl.COMPILE_STATUS, &success) if success == 0 { var logLength int32 gl.GetShaderiv(shaderID, gl.INFO_LOG_LENGTH, &logLength) log := make([]byte, logLength) gl.GetShaderInfoLog(shaderID, logLength, nil, &log[0]) return 0, fmt.Errorf("shader compilation: %s", log) } return shaderID, nil } ``` ### src/components/transform.go ```go package components import ( "github.com/go-gl/mathgl/mgl32" ) type Transform struct { position mgl32.Vec3 rotation mgl32.Vec3 scale mgl32.Vec3 worldMatrix mgl32.Mat4 } func NewTransform() *Transform { return &Transform{ position: mgl32.Vec3{0, 0, 0}, rotation: mgl32.Vec3{0, 0, 0}, scale: mgl32.Vec3{1, 1, 1}, worldMatrix: mgl32.Ident4(), } } func (t *Transform) Update() { // Calculate world matrix t.worldMatrix = mgl32.Translate3D(t.position[0], t.position[1], t.position[2]). Mul4(mgl32.HomogRotate3D(t.rotation[2], mgl32.Vec3{0, 0, 1})). Mul4(mgl32.HomogRotate3D(t.rotation[1], mgl32.Vec3{0, 1, 0})). Mul4(mgl32.HomogRotate3D(t.rotation[0], mgl32.Vec3{1, 0, 0})). Mul4(mgl32.Scale3D(t.scale[0], t.scale[1], t.scale[2])) } func (t *Transform) GetWorldMatrix() mgl32.Mat4 { return t.worldMatrix } func (t *Transform) SetPosition(position mgl32.Vec3) { t.position = position } func (t *Transform) SetRotation(rotation mgl32.Vec3) { t.rotation = rotation } func (t *Transform) SetScale(scale mgl32.Vec3) { t.scale = scale } ``` ### src/components/renderer.go ```go package components import ( "engine/src/graphics" ) type Renderer struct { mesh *graphics.Mesh material *graphics.Material } func NewRenderer() *Renderer { return &Renderer{ mesh: graphics.NewMesh(), material: nil, } } func (r *Renderer) SetMesh(mesh *graphics.Mesh) { r.mesh = mesh } func (r *Renderer) SetMaterial(material *graphics.Material) { r.material = material } func (r *Renderer) Render(renderer *graphics.Renderer) { if r.material != nil { r.material.GetShader().Use() } r.mesh.Draw() } ``` ### assets/shaders/vertex.glsl ```glsl #version 330 core layout (location = 0) in vec3 aPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); } ``` ### assets/shaders/fragment.glsl ```glsl #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0, 0.5, 0.2, 1.0); } ``` This code structure represents a basic but functional 3D graphics engine with: 1. Core systems for rendering (shaders, meshes, textures) 2. Scene graph system with nodes and transforms 3. Component-based architecture for entities 4. Material system for managing rendering state 5. Basic OpenGL integration using go-gl bindings The engine is modular and extensible, allowing you to add features like lighting, physics, audio, input handling, etc. The code includes: - Mesh loading and rendering - Shader compilation and management - Texture loading and sampling - Transform hierarchy and world matrices - Material system for PBR-style rendering - Node-based scene graph To use this engine, you would: 1. Initialize OpenGL context with go-gl 2. Load shaders from the provided files 3. Create meshes and textures 4. Build scenes using nodes and transforms 5. Render frames by traversing the scene graph The engine can be extended with additional features like physics, audio, networking, or advanced rendering techniques (deferred shading, etc.).