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https://github.com/g3n/engine

Go 3D Game Engine (http://g3n.rocks)
https://github.com/g3n/engine

3d-engine 3d-game-engine 3d-graphics 3d-rendering-engine game-engine go go-library golang opengl

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Go 3D Game Engine (http://g3n.rocks)

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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](https://www.openal.org/).

### **To see G3N in action try the [G3N demo](https://github.com/g3n/g3nd) or the [Gokoban](https://github.com/danaugrs/gokoban) award winning game.**


G3ND In Action

## Highlighted Projects Using G3N

* [Gokoban - 3D Puzzle Game (_1st place in the 2017 Gopher Game Jam_)](https://github.com/danaugrs/gokoban)
* [go-tsne (_dimensionality reduction particularly well suited for visualizing high-dimensional datasets_)](https://github.com/danaugrs/go-tsne)
* [G3N Server-Side Rendering](https://github.com/moethu/webg3n)

## 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 libXxf86vm-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.

### Arch

$ sudo pacman -S base-devel xorg-server mesa openal libvorbis

### Void

$ sudo xbps-install git xorg-server-devel base-devel libvorbis-devel libvorbis libXxf86vm-devel libXcursor-devel libXrandr-devel libXinerama-devel libopenal libopenal-devel libglvnd-devel

### Windows

We tested the Windows build using the [mingw-w64](https://mingw-w64.org) toolchain (you can download [this file](https://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/mingw-builds/8.1.0/threads-posix/seh/x86_64-8.1.0-release-posix-seh-rt_v6-rev0.7z) in particular).

The necessary [audio DLLs](audio/windows/bin) 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](audio/windows).

### macOS

Install the development files of OpenAL and Vorbis using [Homebrew](https://brew.sh/):

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 orthographic 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](https://github.com/g3n/demos/tree/master/hellog3n)) that shows a blue torus and a button that when clicked makes the torus red:

```Go
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 install github.com/g3n/demos/hellog3n@latest

For more complex demos please see the [G3N demo program](https://github.com/g3n/g3nd).

## Documentation

The complete engine API reference can be found here: [![GoDoc](https://godoc.org/github.com/g3n/engine?status.svg)](https://godoc.org/github.com/g3n/engine).

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

* [Getting Started](https://github.com/g3n/engine/wiki/Getting-Started-(WIP))
* [Guides and Tutorials](https://github.com/g3n/engine/wiki/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](https://github.com/g3n/g3nd).

## Contributing

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

## Community

Join our [Discord channel](https://discord.gg/NfaeVr8zDg). It's the best way to have your questions answered quickly by the G3N community.

## Stargazers over time

[![Stargazers over time](https://starchart.cc/g3n/engine.svg)](https://starchart.cc/g3n/engine)