A 2025 update: Go now has its own professional graphics ecosystem, GoGPU. 
Readiness: Rapid Development Phase. https://github.com/gogpu.

Learn 
more: 
https://dev.to/kolkov/gogpu-a-pure-go-graphics-library-for-gpu-programming-2j5d.
On Tuesday, 19 August 2014 at 16:39:53 UTC+4 Hai Thanh Nguyen wrote:

> My old project is here: https://github.com/phaikawl/Skia-Go-Renderer and 
> https://github.com/phaikawl/gosui. I'm not sure if they've been updated 
> to the latest code, and it's likely that they wouldn't even work (it's 8 
> months already, time so fast).
>
>
> On Tue, Aug 19, 2014 at 6:54 PM, Bryan Austin <[email protected]> wrote:
>
>> Do you have your skia bindings available somewhere? 
>>
>> -Bryan
>>
>> On 08/19/2014 12:47 AM, Hai Thanh Nguyen wrote:
>>
>> My advice is to just use nanovg (https://github.com/memononen/nanovg), 
>> it's small and it's good enough.
>> If you feel nanovg is not enough, you should try again to wrap Skia, 
>> after solving all the main thread silliness with Russ Cox's technique, I 
>> managed to get it to work well, no real problem anymore and could actually 
>> develop on it. Honestly my decision to write a new lib was just because 
>> Skia is too big and messy, I wanted to make some cool and new, NIH syndrome 
>> or too much Go fanboyism, mainly Go fanboyism actually.
>>
>>
>> On Mon, Aug 18, 2014 at 11:08 PM, <[email protected]> wrote:
>>
>>> I intend to build an app that has a lot of things happening on different 
>>> go routines and will send it all to a single go routine that does the 
>>> drawing. Obviously go's concurrency + hardware accelerated UI seem like the 
>>> perfect fit. I started by picking up some opengl knowledge but I was happy 
>>> to see Skia was already doing what I was looking to do.
>>>
>>> I'm on the brink of giving up on Skia, because I can't even get a hello 
>>> world example running. The way it is written makes it difficult to use even 
>>> in C++. Go bindings will probably make it much worse.
>>>
>>> I might just use draw2d just to get it out there and clean up 
>>> performance later. On the other hand using shaders does sound quite 
>>> appealing for the sheer performance. I might end up doing something similar 
>>> to what you did. I am only going to need a few primitive shapes to get 
>>> started.
>>>
>>> -Bryan 
>>>
>>>
>>> On Sunday, August 17, 2014 9:08:34 PM UTC-4, Hai Thanh Nguyen wrote:
>>>
>>>> I'm curious about what you're working on, are you trying to make a GUI 
>>>> library? You did exactly what I did in the past with regards to Skia, also 
>>>> started with wrapping Skia, wrote some functionalities on top of it with 
>>>> Go, dealt with all the "main thread" silliness, then I decided to make a 
>>>> library of my own, I did the work here 
>>>> https://github.com/phaikawl/gosgl. Actually I sort of abandoned the 
>>>> project by now. It's too much work and just not enough manpower for it.
>>>>
>>>>
>>>> On Mon, Aug 18, 2014 at 3:18 AM, <[email protected]> wrote:
>>>>
>>>>> I'm looking for such a library as well. I've been attempting to write 
>>>>> Skia bindings for Go, but hitting lots of resistance.
>>>>> If anyone comes across anything let me know. Or if you have the 
>>>>> expertise to get things started, I would love to contribute.
>>>>>
>>>>> -Bryan 
>>>>>
>>>>>
>>>>> On Sunday, January 12, 2014 2:42:11 PM UTC-5, Hai Thanh Nguyen wrote:
>>>>>
>>>>>> Looks like the only notable pure-go 2D graphics library we currently 
>>>>>> have is draw2d <https://code.google.com/p/draw2d/>, we cannot be 
>>>>>> satisfied. 
>>>>>> I want a graphics library like Skia, that is really good, something 
>>>>>> that has a usable, clean, friendly API and really support OpenGL. 
>>>>>> (draw2d 
>>>>>> has opengl port but it's mediorce and doesn't even work well)
>>>>>> 2D graphics can be drawn with OpenGL shader, taking advantage of the 
>>>>>> GPU, being resolution-independent and hardware-accelerated. It brings 
>>>>>> serious performance improvement, not small at all (see this 
>>>>>> http://www.mdk.org.pl/2007/8/16/vector-drawing-opengl-polygon-tessellation),
>>>>>>  
>>>>>> this is significant especially for mobile devices. 
>>>>>> Many libraries has been moving to that path, one of the most famous, 
>>>>>> Skia, has already been ported and being used for hardware acceleration 
>>>>>> in 
>>>>>> Chrome. Jogl <https://github.com/sgothel/jogl> (Java) also 
>>>>>> implemented it (
>>>>>> http://ramisantina.com/blog/2011/04/gpu-based-resolution-independent-font-curve-rendering-initial-release/
>>>>>> ).
>>>>>> The technique is really impressive and I really want to make 
>>>>>> something like that in Go, it will be a great base for projects like UI 
>>>>>> toolkit or any kind of visualization. The "how to do it" is already 
>>>>>> available, there are papers, blog posts and real code describing and 
>>>>>> implementing it, the problem is just how to understand. An impressive 
>>>>>> list 
>>>>>> of references here 
>>>>>> https://github.com/openframeworks/openFrameworks/issues/1190.
>>>>>> What do you think? Anyone want to help?
>>>>>>
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>>>>
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>>
>>
>>
>

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