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I built a Go runtime that runs on the Sega Dreamcast, the 1999 console with 16MB RAM and a 200MHz SH4 CPU.

You can write games in Go with goroutines, channels, garbage collection, and all the language features you'd expect. It compiles using gccgo and runs on real hardware or emulators.

The project includes 3 game examples Pong, Breakout and Platformer, input handling, audio support, and integrates with KallistiOS (the Dreamcast homebrew SDK).

* Star Here: https://github.com/drpaneas/godc * Documentation: https://drpaneas.github.io/libgodc/ * Video Tutorial: https://youtu.be/ahMl0fUvzVA

Happy to answer any questions about the implementation!

I just wanted to say how impressive your documentation is. I expected an average readme.md, but not only is your readme great (the performance table is wonderful), but the full documentation is awesome. It pretty much answers all questions I had. Nice job! I wish all projects were like this.

I also dig the documentation / book styling.

Hey panos! I only had a short look at this for now, and it looks impressive! I'll have to dust off my Dreamcast and get this running.

I looked at gccgo when porting the runtime to n64, but at the time it wasn't updated since go1.18. Can we use Go Generics on the Dreamcast? I see that gccgo is obviously needed to support SH4.

This is kind of cool, kudos for the effort.
You've made my entire WEEK! Thank you!
This is a beautiful thing to exist. Much respect for building this.
> Replaces the standard Go runtime with one designed for the Dreamcast's constraints: memory 16MB RAM, CPU single-core SH-4, no operating system.

24 total megabytes, with an M, of memory between system and video (another 8 there), single core 200mhz CPU, graphics chip runs at 100mhz. Shenmue runs on it.

Glares at Teams.

The "Effective Dreamcast Go" docs on this are fantastically well written. I've read much worse docs from major corporations.
I thought that gccgo supports only some old go version? Or subset of features? I will need to refresh my memory for sure
> Who is this for? > ... > Anyone who enjoys the challenge of severe constraints

Remembering what a powerhouse the Dreamcast was when it came out, and how amazing games like Soul Caliber and Shenmue looked, it's hard to think of the Dreamcast hardware as "severely contained".

I love this. The documentation is great and I've even learned a thing or two about golang from it! The logo makes me want to port Icy Tower to DC.
If someone is interested in running golang projects on niche hardware perhaps, one pro tip I can suggest but there is way to convert golang 100% into wasm (no js shim or anything required) and the only thing you would need is a wasm library

You have to use golang from source (see the stackoverflow page https://stackoverflow.com/questions/76087007/golang-to-wasm-... )

go install golang.org/dl/gotip@latest gotip download GOOS=wasip1 GOARCH=wasm gotip build -o main.wasm

Although the way I did it is going into the gotip folder and then the binary folder which would contain the go compiler binary and then just use that path with

GOOS=wasip1 GOARCH=wasm ~/sdk/gotip/bin/go build -o main.wasm

Note that I forgot the exact path but it was similar to this but the point being that its super easy and simple :)

I tried to do it and I can tell you that it works and it works for even the most latest versions of golang, all you need is a wasmengine which I suppose can be ubiquitous.

I have built a solution where golang code gets converted to wasm and then we run a ssh server which then runs that wasm all in sandbox to create sandboxed mini golang servers :p I really love it although its a more so prototype than anything

Nice project! Having just 16Mb of RAM does indeed sound like a real challenge for stock Go (not the TinyGo variant)! Even hello world is a couple megs, although I imagine Dreamcast isn't 64-bit, so the instructions are probably much shorter. Interesting to see anything written in it :)
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amazing work! The "book" documentation is better than most of the books I have read and paid this year! Kudos!
This is incredibly cool! How do you think these modern language features would have affected Dreamcast development back in the day? (I have no idea of how difficult the console was to develop.)
I think Lua (yes you can code Dreamcast games with it) would be really awesome for kids, being able to make their own games, given the language is simple, like Python. But in general, for serious stuff C/C++ is still the preferred way.
It was a dream relative to anything else on the market (until 2001, when the Xbox and GameCube were released), made even easier for some titles due to the optional Windows CE SDK. You still needed to do a fair bit of SuperH assembly programming to get reasonable graphics performance, but it was nothing like the nightmarish complexity of the PS2, despite having half the RAM. It's still one of the more popular homebrew targets.
This is awesome, but it’s even more amazing that it even exists. How many people actually make software for Dreamcast? Why?