Uploaded October 2021 | Updated September 2026, 1 week ago
⁍ Wishlist: store.steampowered.com/app/3475620/Mythfall
I was curious how the performance of Golang is impacted by using libraries through CGO. Specifically I wanted to see how the performance drops when I use OpenGL in Golang instead of C++. So I wrote a benchmark similar to bunnymark in Go and C++ to compare average frame times.
⁍ Twitter: bit.ly/UnitOfTimeOnTwitter
⁍ Discord: discord.gg/63YeahMKfJ
Thanks for watching. Happy to answer any questions!
⁍ Wishlist: store.steampowered.com/app/3475620/Mythfall
I was curious how the performance of Golang is impacted by using libraries through CGO. Specifically I wanted to see how the performance drops when I use OpenGL in Golang instead of C++. So I wrote a benchmark similar to bunnymark in Go and C++ to compare average frame times.
⁍ Twitter: bit.ly/UnitOfTimeOnTwitter
⁍ Discord: discord.gg/63YeahMKfJ
Thanks for watching. Happy to answer any questions!
![Coding the slowest ECS framework in Go [Making an MMO - E10]
⁍ Wishlist: https://store.steampowered.com/app/3475620/Mythfall/
Today we reorganize our GameObjects into an Entity-Component-System (ECS) framework. But first to do that, we will build our very own (and incredibly slow ECS framework).
⁍ Series: https://youtube.com/playlist?list=PL_r0j2F4Hkj-Grm05K5lCOd6yaeeSAaY2
This tutorial series is about creating an MMO from (almost) scratch. We will be coding in Golang and we will use libraries where appropriate. I will stay at a fairly high level for most things, but let me know if you want a more intensive study on any individual topic and Ill try to make an episode where possible.
Thanks for watching! Happy to answer any questions!
// Repository: https://github.com/unitoftime/mmo
// Play: https://mythfall.com Coding the slowest ECS framework in Go [Making an MMO - E10]](https://i.ytimg.com/vi/ZyE77EbRs00/mqdefault.jpg)








![[Making an MMO] Episode 1 - Opening Windows and Drawing Sprites
⁍ Wishlist: https://store.steampowered.com/app/3475620/Mythfall/
If youre interested in learning what it takes to make an MMO then youre in the right place. The goal of this series is to investigate all of the common software problems that you might face when building your own MMO. In that sense, the goal of this series is to be educational. We will explore a variety of topics in a reasonable amount of depth: Rendering, Networking, Deployments, Organization, Algorithms and much more.
When people say MMO, they typically mean a massive game. We might not be able to reach that scale, but we will design our systems with scale in mind. A more precise name for what we will build is a persistent, distributed online game. Thats kind of long to say, so Ill just stick with MMO. Because MMOs require several different domains of knowledge, I will definitely need to learn a few things along the way. Ill try to give each subject the explanation it deserves, but in case I miss anything - feel free to let me know.
The language we are going to use for this project is Go (Also known as Golang). Go is a relatively simple language, but packs an enormous punch when it comes to features and libraries. In my opinion, these characteristics make Go a great choice for teaching software and software architectures.
Well thats all I have now, I hope youll stick around and let me know what you think.
Credit to asciiquarium for the introduction ASCII aquarium.
// Repository: https://github.com/unitoftime/mmo
// Play: https://mythfall.com [Making an MMO] Episode 1 - Opening Windows and Drawing Sprites](https://i.ytimg.com/vi/dsabHK_TspA/mqdefault.jpg)
