必须加 --recurse-submodules 克隆,否则缺少预编译的 Soloud、Bullet3 等依赖库需自行编译;Windows 运行时报 libstdc++-6.dll 缺失需安装 mingw;编辑器仍处于重度开发中,尚不算生产可用。

kaiju
KaijuEngine活跃维护用 Go 语言和 Vulkan 写的通用 2D/3D 游戏引擎,自带编辑器,适合想用 Go 做游戏又不想折腾底层图形接口的开发者。
General purpose 3D and 2D game engine using Go (golang) and Vulkan with built in editor
git clone --recurse-submodules https://github.com/KaijuEngine/kaiju.git
mkdir bin/ && cd src && go build -tags="debug,editor,filedrop" -o ../bin/ ./README 未说明具体显存或 GPU 型号要求,仅说明基于 Vulkan,需自行配置 Vulkan 环境;可在 Windows、Linux、Mac 上开发,并可发布到 Windows、Linux、Mac、Android。
用 Go 和 Vulkan 编写的 2D/3D 游戏引擎,自带编辑器,适合想用 Go 写游戏的工程师
用 Go 语言和 Vulkan 写的通用 2D/3D 游戏引擎,自带编辑器,适合想用 Go 做游戏又不想折腾底层图形接口的开发者。
核心能力
- 用 Go 编写游戏逻辑,无需切换脚本语言
- 基于 Vulkan 渲染,内置自定义数学库
- 内置编辑器,编辑器本身也是引擎运行的游戏
- 支持粒子系统、骨骼动画与 2D 精灵表
- UI 系统可选 HTML/CSS 标记,GLSL 着色器热更新
容易踩的坑
- 26.10.31.1-nightlyNightly 26.10.31.1-nightlypre-release最新正式版2026-10-31 · 2026-10-31 08:13 UTC
Nightly build for 26.10.31.1-nightly
- 26.10.16.1-nightlyNightly 26.10.16.1-nightlypre-release2026-10-16 · 2026-10-16 08:21 UTC
查看更新说明
Nightly build for 26.10.16.1-nightly
- 26.10.15.1-nightlyNightly 26.10.15.1-nightlypre-release2026-10-15 · 2026-10-15 08:25 UTC
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Nightly build for 26.10.15.1-nightly
- 26.09.13.1-nightlyNightly 26.09.13.1-nightlypre-release2026-09-13 · 2026-09-13 08:19 UTC
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Nightly build for 26.09.13.1-nightly
- 26.09.08.1-nightlyNightly 26.09.08.1-nightlypre-release2026-09-08 · 2026-09-08 08:22 UTC
查看更新说明
Nightly build for 26.09.08.1-nightly
用户点评
登录用户的真实使用记录,可按版本和硬件筛选还没有人点评。第一个说出真实体验的人最有价值。

Kaiju Engine
Kaiju is a traditionally designed and coded, 2D/3D game engine written in Go (Golang) backed by Vulkan. The goal of the engine is to use a modern, easy, systems level programming language, with a focus on simplicity, to create a new kind of game engine.
- 📄 2D / 🧊 3D Game Engine
- 🖥️ Built-in editor
- 🪟 Windows, 🐧 Linux, 🍎 Mac, 🤖 Android
- 🎊 Particle systems
- ⏯️ 2D/3D Animation
- 🎶 Music, SFX, and 3D sound sources
- 🔣 UI - Custom built system with optional HTML/CSS markup
- 🪄 Live shader updates on GLSL changes
- 🔌 Editor plugins support (via Go)
- 🚚 Faster builds than other game engines
- 🔥 Better performance than other game engines
- ⚠️🚧🏗️👷♂️ Work in progress, under heavy development
Sponsor the project
If you like the project, and would like to support it, please consider becomming a sponsor on GitHub.
Join the community
⚠️ WORK IN PROGRESS ⚠️
Though the engine is production ready, the editor is not, feel free to join and contribute to its development.
For the latest updates, please join the Discord or check my Twitter/X.
Please review the Ad-Hoc editor readme
Getting started building the engine/editor
You can choose to get running quickly by recursively cloning the repository. This will also download the src/libs submodule that includes all the pre-built library files needed to compile. Or, you can build the dependency libraries yourself.
NOTE: On Windows, If you get an error with something like libstdc++-6.dll missing when you try to run, you may need to install mingw to get those libraries. We'll be looking at adding these to the prebuilts with this issue.
Clone the Repository with pre-built libraries
git clone --recurse-submodules https://github.com/KaijuEngine/kaiju.git
If you have Go, C build tools, platform libs, and Vulkan setup, you can start by running:
mkdir bin/
cd src
go build -tags="debug,editor,filedrop" -o ../bin/ ./
Or just open the repository in VSCode (or other IDE) and begin debugging it.
If your environment isn't setup, check out this doc on getting it setup. You can skip the library building steps (Soloud and Bullet3), you already have this libs from the submodule clone.
Clone the Repository without pre-built libaries
git clone https://github.com/KaijuEngine/kaiju.git
If you clone in this way, you'll need to manually build the library dependencies yourself. Please view this doc for how to build Soloud and this doc for how to build Bullet3.
Documentation
To run the documentation locally, you need to install mkdocs and mkdocs-material.
- Install dependencies:
pip install mkdocs mkdocs-material
- Serve the documentation in watch mode:
mkdocs serve -w ./docs
Kaiju Engine
An open source game engine and editor, written in Go backed by Vulkan.
An editor, built in the engine
The editor is a testament to the engine's flexibility, because the editor itself is a game running in the engine.
2D
Making 2D games is as simple as switching the editor to "2D" mode.
3D
A completely custom built math library backs the 3D rendering.
Particle systems
Compose multiple particle emitters into a system for stunning visual effects.
Animation
Full skeletal skinning, 2D sprite sheets, flip books, and material animations.
UI
A very fast, completely custom-built, retained-mode UI with the option of using HTML/CSS for markup.
Physics
Simulate your worlds with 3D physics.
Live shader updates
Easily visualize your GLSL shader code in real time.
Development velocity
Unmatched edit-build-launch speed. Iterate quickly with incredibly fast build times.
Cross platform
Create on Windows, Linux and Mac.
Deploy to Windows, Linux, Mac, and Android (more platforms added soon).
Audio
Play sounds and music, even in 3D space, powered by Soloud.
Editor overview
(YouTube) Kaiju Engine Editor Introduction
Editor plugins
Why Kaiju?
The current version of the base engine renders extremely fast, faster than most would think a garbage collected language could go. In my testing a release mode build of a game in Unity with nothing but a black background and a cube runs at about 1,600 FPS. In Kaiju, the same thing runs at around 5,400 FPS on the same machine. In fact, a complete game, with audio, custom cursors, real time PBR rendering with real time shadows, UI, and more runs at 2,712 FPS (in "debug" mode) screenshots or it didn't happen.
Why Go (golang)?
I love C, and because I love C and found out that Ken Thompson played a part in designing Go, I gave Go a chance. It has been such a joy to use and work with I decided to port my C game engine to Go. Go is a modern system-level language that allows me to write code the way I want to write code and even have the opportunity to do some crazy things if I want to (no strings attached). Also the simplicity and "just works" of writing Assembly code was a great boost to my happiness.
What's more, it's a language that other developers can easily learn and jump right into extending the engine/editor. No need for developers to re-figure out some bespoke macros or crazy templating nonsense. It's flat, easy, straight forward, and the foot-gun is hidden behind some walls, but there if you want it. Furthermore, developers can write their games in Go directly, no need for some alternative language that is different from the engine code (but we'll include Lua for modding).
What about the Garbage Collector?!
I am creating this section because I get asked about it when I mention "Go", possibly not realizing that most public game engines use a garbage collector (GC).
The GC is actually a feature I'm happy with (shocker coming from a C guy). Well, the reason is simple, if you're going to make a game engine that the public will use and needs to be stable, you need a garbage collector. Unity has C# (and possibly an internal GC as well), Unreal has a GC (and it could use a tune up if you ask me), Godot has a GC albeit their scripting language or when you use C#. It is actually very important for public engines to have a GC because people are only human and make a lot of mistakes, mistakes they'll blame on you (the engine developer) before they blame themselves.
Coincidentally, the overall design I have for the engine plays very well with the GC and last I measured, I have a net-0 heap allocation while running (may need a new review). If you don't abuse the GC, you shouldn't generally feel it, it runs concurrently as well.
I'll be the first to admit, I think the developers of Go can create a better GC than I can, and probably better than Unreal and Unity too.