I made a 2D shoot 'em up game with Go, using Entity Component System
A 2D shoot 'em up game made with Go, Ebitengine, and donburi. Featuring ECS (Entity Component System). - m110/airplanes
I made a 2D shoot 'em up game with Go, using Entity Component System launched on December 1, 2022 with 108 votes, #394 of 3,688 launches that month and more than 90% of that year's launches. The site was still online in September 2026, 3 years on.
In plain words
This is a 2D shoot 'em up game developed in Go using an Entity Component System architecture. It's designed for players interested in classic arcade-style gameplay. The project is open source and available on GitHub, making it useful for developers interested in game development patterns and Go programming. The ECS approach provides a structured foundation for managing game entities and their behaviors.
written from the facts on this page · September 2026
Does a similar job
all alternatives →- IMI made a web game called Almost Pong2022 · lessmilk.com · ▲1,135
Hi HN! I made many small web games in the past with Unity or Phaser. But this time I wanted to make something completely on my own. So I coded a basic game framework in plain JavaScript, and used it to make Almost Pong. This was a really fun project that taught me a lot about JavaScript, and I plan to make more minimalist games with this framework. Interesting fact: Almost Pong doesn't load any assets, all sprites and sounds are generated with code. Happy to answer questions, and please let me know if you have any feedback on the game. Thanks!
Interactive ECS Systems/Component Explorer for Cities: Skylines 22023 · captain-of-coit.github.io · ▲95Hello Hacker News! Long time reader but first time poster here... Recently I've been diving into doing mods for Cities: Skylines 2, which been very interesting as it's one of the first games that is using ECS and that I also have a deep interest into. I've mainly used ECS via Bevy before, but this time it's Unity, but many things still work the same way. In order to help myself and other modders to navigate the ECS Systems and Components from the decompiled code, I created this interactive D3 graph. You can click on nodes to "navigate" to that system/component, and once you're zoomed in…
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I've been working on an MMORPG that is now in alpha as a solo developer. Here are the major open source technologies that I use: Blender - 3D modeling software for creating the overall environment and every game object. I've gotten a lot of CC and Public Domain assets from https://poly.pizza GLTF - I export assets from blender to the GLTF asset format JSON - I write a JSON config for every game object that describes things like its name, its interactions, its collisions, etc. Node.js exporter - I iterate over the environment and every asset to create a scene hierarchy. I use…

- IMI made a browser-based RTS game2022 · battle-of-flags.com · ▲212
I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…
Ark v0.5.0 – A Minimal, High-Performance Entity Component System for Go2025 · github.com · ▲16I’ve just released Ark v0.5.0, a lightweight Entity Component System (ECS) library for Go, built with a focus on performance and simplicity. If you're new to Ark: it's a high-performance Go ECS library with a clean API and zero dependencies. Beyond its core ECS functionality, Ark stands out for ultra-fast batch operations and first-class support for entity relationships. This release brings notable performance improvements to queries via smarter indexing, plus new methods for sampling random entities. The documentation has been expanded with a chapter on design philosophy and limitations,…
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