{"repo":"unitoftime/glitch","free":true,"listed":false,"github":"https://github.com/unitoftime/glitch","clone":"git clone https://github.com/unitoftime/glitch.git","description":"A shader-based rendering library written in Go","language":"Go","stars":38,"topics":["gamedev","go","golang","opengl"],"license":"MIT","category":"game-templates","readme_excerpt":"Warning: This library is very much a work in progress. But you're welcome to check it out and provide feedback/bugs if you want. Overview Glitch is a shader based rendering library built on top of OpenGL and WebGL. At a high level, I'd like glitch to be data driven. Shaders are just programs that run on the GPU, so my objective is to make Glitch a platform that makes it easier to do the things that are hard in rendering: 1. Efficiently ordering, moving, and batching data to the GPU 2. Efficiently executing programs on that copied data Platform Support Currently, we compile to: Desktop (Windows, Linux) Browser (via WebAssembly) Platforms that I'd like to add, but haven't added or haven't tested: Desktop (MacOS - OpenGL is deprecated, I also don't own a mac. So it's hard to test) Mobile Apps Mobile Browsers Usage You can look at the examples folder, sometimes they go out of date, but I try to keep them working. Because APIs are shifting I don't have definite APIs defined yet.","default_branch":null,"files":null,"tree":[],"storefront":"/r/unitoftime","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/unitoftime/glitch/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}