Designing a Modular Game Engine in Golang
In this video, I share my progress learning advanced Golang by refactoring a 2D game engine built with Ebitengine. Instead of adding new gameplay features, I focused on architecture, modular design, and clean project structure. I talk about how I split the project into engine and game modules, refactored a monolithic physics system into smaller packages, and introduced a skill-based system for movement, jump, and dash. This process helped me apply Go design patterns, improve separation of concerns, and avoid common pitfalls like god objects and tight coupling. If you’re learning Go, game development, or software architecture, this video shows real-world refactoring decisions and lessons learned while building a reusable game framework. 00:00 – Recap of the Guitar Hero demake 00:20 – Why the focus shifted from gameplay to architecture 00:40 – Splitting the project into engine and game modules 01:44 – Refactoring the physics package 02:52 – Introducing the skill system 03:34 – What I learned about modular design in Golang 04:32 – Thanks for watching
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