Alternatives
Products that do what Gore – A Doom Engine Port in Go does
Hi HN, I’ve been working on Gore – a port of the classic Doom engine written in pure Go, based on a ccgo C-to-Go translation of Doom Generic. It loads original WAD files, uses a software renderer (no SDL or CGO, or Go dependencies outside the standard library). Still has a bit of unsafe code that I'm trying to get rid of, and various other caveats. In the examples is a terminal-based renderer, which is entertaining, even though it's very hard to play with terminal-style input/output. The goal is a clean, cross-platform, Go-native take on the Doom engine – fun to hack on, easy to read,…
- 1AP
I've been recently working on porting standard C library functions to work on the GPU https://libc.llvm.org/gpu/. A colleague of mine suggested using it to run DOOM, so that's what I did. It runs on both AMD and NVIDIA GPUs and it is completely playable. This works by targeting C code directly for the GPU via cross-compilation in clang, looks something like this https://godbolt.org/z/hh44a6vKr. The LLVM C library will provide the headers, C library functions, and the kernel that calls the main function, so we only need to compile the DOOM source code…
2024 · github.com
- 2RD
2017 · 1amstudios.com
- 3H0
Hello, Hacker News! My name is Lillian (see: http://about.lillian.link/), and I just released version 0.2 of my MIT-licensed game engine, Hypatia(http://lillian-lemmer.github.io/hypatia/). Hypatia is a game engine for single player 2D action adventure games. You can use it to make a game like Legend of Zelda: Oracle of Ages and Oracle of Seasons. Hypatia is aimed at non-programmers and programmers alike. I'm seeking any sort of feedback. Hypatia supports FreeBSD first, but has great support for just about any platform…
2015
- 4D1
I just had this really fun idea of making a playable version of DOOM on my GitHub profile after building "Doom" in a QR code last year (https://news.ycombinator.com/item?id=43729683) and I finally stopped procrastinating to try and build it. DoomMe is DOOM E1M1 map that can run on GitHub's markdown viewer which doesn't support javascript, web assembly or even iframes it works with a stateless engine with a capture of every possible position in the map (with 64 unit distance) captured in 4 directions and stitched together using graph logic with 8000+ WebP images and markdown…
Jan 2026 · github.com
- 5AF
Another Sunday afternoon project: add some pizzaz to your boring bare metal or virtual machine consoles! Written as a single Go binary; no dependencies. https://github.com/Fusion/modernfbv As usual, feedback please!
2022
- 6GA
2015 · github.com
- 7CA
Made this during COVID. I was into PICO-8 at the time and saw someone ported DOOM to it. I'm more of a text adventure guy, so I decided to port ADVENT. Basically I wrote a FORTRAN-to-Lua transpiler. The hardest part was figuring out what version of FORTRAN the source code was written in, finding a manual, cramming it into the limited cartridge space, but most of all, wrapping my mind around the data file format. Always admired Will Crowther for making this. Very fun project. I recorded myself during the whole process but I never posted a video. Future work maybe.
2024 · lexaloffle.com
- 8GG
2016 · github.com
- 9AD
I'd like to share a project I've been working on for the past few months. It's a distributed workflow engine written entirely in Go. Some highlights: * Tasks are executed in a Docker container * Can run stand-alone or distributed * Highly extensible * Able to enforce limits (CPU/RAM) per task * Web UI Would love the get your feedback on it, and find out if this could be useful.
2023 · github.com
- 10HL
Hello Hacker News! I’ve been working on a side project that ports the entire Source Engine to run in the browser using Emscripten. (Yes, the same engine that powered Half-Life 2, Portal, CSGO, and more.) It’s still a work-in-progress some features are missing and the launcher is in development but core engine functionality is up and running. I’d love feedback, ideas, or contributions. If you’re curious, feel free to check it out, star it, or open a pull request! Here's the link to the source code - https://github.com/OrbitaStudios/LambdaComplexSource
2025 · github.com
- 11GA
Hello HN! These last few months I've been working on my first open source project: an embedded database written in pure-go. That took me some months, as I had to learn how to deal with such large packages. Until then, all packages I had made were quite small an did not require much. I usually did not have to worry about things like allocation optimization and instance pools until This project. It started when I wanted to make a port of a tool to a TUI environment. I'm actually used to working with TUIs in golang, so that was my language of choice. The tool I wanted to port is written in…
Feb 2026
- 12RD
Hi There, We’ve all felt the nostalgia for classic DOS games like DOOM, Prince of Persia, and Duke Nukem. Unfortunately, running these games on modern systems is a hassle with often 10+ setup steps. To bridge that gap, I’ve built a platform that leverages DOSBox and JS-DOS to bring these beloved titles directly to the browser. Say goodbye to complex setups! This platform seamlessly emulates DOS games, letting you jump straight into the action. I'm eager for your feedback on emulation performance, game compatibility, and user interface. I’m currently beta testing and plan to integrate a light…
2024 · weplaydos.games
- 13WC
Release 1.8.2 of wazero, the zero dependency WebAssembly runtime for Go, brings the amd64 compiler to 4 new OSes: NetBSD, DragonFly BSD, illumos and Solaris. The compiler also supports Linux, FreeBSD, macOS and Windows, on amd64 and arm64. This didn't require any changes to the compiler, just enabling it after setting up tests to validate that it already worked. Now the HN hook: noticeably absent is OpenBSD, which I failed to get working, even after taking W^X into account (we already had that for arm64 on macOS). If you wanna help, please drop us a note!
2024 · github.com
- 14GO
We wrote a simple script with just GPT4-o APIs to try to run a game and let it render the game actions, and it works surprisingly well.
2024 · twitter.com
- 15AN
We’re building an open-source language layer on top of Go, designed specifically for COBOL-style workloads: Native decimal arithmetic (COBOL-accurate) Record structures and copybook compatibility Batch jobs and transactional orchestration as first-class constructs Sequential / indexed file I/O baked into the runtime Compiles through Go for speed, concurrency, and cloud deployability Think of it as Kotlin for COBOL, or “COBOL on Go” familiar to mainframe engineers, powerful for modern developers. Test Results so far: NIST COBOL-85 validation: 77.61% overall (305/393 tests) NC…
Nov 2025 · github.com
- 16NOnooooo.ooo▲14
Link: http://nooooo.ooo Github: https://github.com/aiwebb/nooooo.ooo This was just a dumb excuse to use the .ooo TLD. Inspired by the wonderful http://yesno.wtf.
2017
- 17SB
I originally made Serene Bach in the 2000s as a weblog engine written in Perl CGI. I rebuilt it from scratch in Go as a single binary that can run either as a CGI program or as a normal HTTP server. I know CGI is generally considered legacy technology now, but I still rely on it for shared hosting. In this version, I added Markdown support, a responsive default theme, Open Graph image generation, and static output generation. It is still in beta, but the repository includes a Docker image published on GHCR, documentation, and a local quick start. I'd appreciate feedback from anyone…
May 2026 · github.com
- 18BA
I started this in January and haven't written a line of the compiler myself. Coding agents write every line; I do design and taste. Wado is a Rust-flavored, GC'd language for WebAssembly Component Model. Try it in the browser, and ask me anything!
Jul 2026 · wado-lang.org
- 19GA
Hi All, I felt like I was re-inventing the wheel by bolting similar channel architectures onto different Go structs repeatedly so I decided to extract some common types into into one library so that they would be easier to re-use: - oneshot - spsc - spmc - mpsc - mpmc - broadcast - watch The types are inspired by Rust channels so if you're coming from Rust they should feel familiar. So far I'm really enjoying using them but it'd be great to get some external feedback if you have time! https://github.com/amorey/gochan Andres
May 2026 · github.com
- 20OS
Hi HN! So this all started out as an experiment. I wanted to test the Golang gomobile library to build a small app on Android in Go. And it turned out to be a game, and harder than I thought... After a lot of work and many gotchas (and a lot of moments where I was about to give up and started to squint on Unity) I finally manage to create a working game for Android with Go. The game is quite simple and if it wasn't for being written in OpenGL/OpenAL from scratch it would be quite simple to make it in Unity or any other game engine for that matter. Another goal of my project was actually…
2022
- 21GM
I built GoSMig for my own projects and open-sourced it in case it helps others. It’s a tiny generic library (no external deps except golang.org/x/term) for writing SQL migrations in Go with compile-time checks. It supports transactional and non-transactional migrations, rollback, status, version, and a small CLI handler so you can ship your own migration binary. Why another migrator? - Minimal API, no DSL or file layout to learn - Type-safe via Go generics - Works with database/sql and sqlx out of the box - Should work with any db library (or wrapper) that implements some…
Oct 2025 · github.com
- 22CU
Hi HN, I've been building CH-UI, an open-source ClickHouse workspace. Today I'm releasing v2, which is a complete rewrite from scratch. v1 was a React SPA served via Docker. v2 is a single Go binary with an embedded Svelte frontend — download, run, open browser. No Docker, no Node, no runtime dependencies. What it does: - Multi-tab SQL editor with autocomplete - Database/table explorer with data preview - Saved queries - Tunnel architecture: run `ch-ui server` on one machine and `ch-ui connect` next to your ClickHouse — secure WebSocket tunnel, no VPN needed - Self-update (`ch-ui…
Feb 2026 · ch-ui.com
- 23HE
Hi HN, I’m working on an experimental 3D FPS game engine in C++20, aiming to deeply understand engine internals from first principles rather than just using existing frameworks. Currently I'm strictly following LearnOpenGL docs. This project focuses on: Entity-Component-System (ECS) architecture for high performance. OpenGL 4.1 rendering with a PBR pipeline, material system, HDR, SSAO, and shadow mapping. Modular systems: input, physics (Jolt), audio (miniaudio), assets, hot reload. A sample FPS game & debug editor built into the repo. Repo:…
Jan 2026 · github.com
- 24CG
This was an interesting porting project for a few reasons (IMO): - The original game is/was awesome and, from a programming perspective, a wonder -- smooth scrolling arcade game on a 128kb Mac in 1984... - The port was done with a lot of help from AI (mostly Claude Code, but some Gemini CLI as well). I'm a programmer; it wasn't vibe-coded. But I couldn't have done the port of 68k assembly without it. FWIW, Claude seemed better at actually porting the 68k assembly but Gemini was better at finding bugs. YMMV. - I love Redux and Redux Toolkit for state management. For the port, I put the…
Sep 2025 · continuumjs.com
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