KaijuEngine/kaiju

General purpose 3D and 2D game engine using Go (golang) and Vulkan with built in editor

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Summary Information

Updated 30 minutes ago
Added to GitGenius on December 17th, 2025
Created on November 17th, 2023
Open Issues & Pull Requests: 63 (+0)
Number of forks: 206
Total Stargazers: 4,691 (+0)
Total Subscribers: 37 (+0)

Repository Insights (GitGenius)

Median issue/PR response: N/A
Mean response time: 26.2 days
90th percentile: 66.3 days
Tracked items: 360

How this project is maintained

Around half of the issues opened in the past year never receive a reply. 100% of open issues come from outside the core team, so the backlog reflects real-world use rather than internal planning. 81% of tracked open issues have had no activity in three months, so the open count overstates what is actively being worked. Only 8% of issues opened in the past year have been closed. Three people close 98% of everything that gets resolved.

Charts & Analytics

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Issue Activity (beta)

Open issues: 51
New in 7 days: 1
Closed in 7 days: 0
Avg open age: 204 days
Stale 30+ days: 50
Stale 90+ days: 43

Recent activity

Opened in 7 days: 1
Closed in 7 days: 0
Comments in 7 days: 0
Events in 7 days: 3

Top labels

  • editor (230)
  • engine runtime (84)
  • good first issue (73)
  • linux (9)
  • windows (8)
  • android (7)
  • mac (7)
  • good first issue (experienced) (5)

Most active issues this week

Detailed Description

Kaiju Engine is a general-purpose 2D and 3D game engine written in Go and backed by Vulkan, featuring a built-in editor that runs as a game within the engine itself. The project demonstrates that Go, despite being a garbage-collected language, can achieve exceptional rendering performance, with benchmarks showing a simple scene rendering at approximately 5,400 FPS compared to Unity's 1,600 FPS on identical hardware. The engine supports cross-platform development and deployment across Windows, Linux, macOS, and Android, with additional platforms planned for future releases.

The engine provides comprehensive game development features including particle systems, skeletal skinning animation, 2D sprite sheet and flip book animation, material animations, and 3D physics simulation powered by Bullet3. Audio capabilities are handled through Soloud, supporting music, sound effects, and 3D spatial audio sources. The UI system is custom-built as a retained-mode implementation with optional HTML and CSS markup support. Developers can write live GLSL shader code with real-time visualization of changes, and the build system is optimized for rapid iteration with notably faster compilation times than competing engines.

The editor, which is itself a game running in the engine, demonstrates the flexibility of the underlying architecture. It supports editor plugins written in Go, allowing developers to extend functionality without requiring alternative languages. The engine includes a custom-built mathematics library for 3D rendering and maintains net-zero heap allocation during runtime when used properly, mitigating garbage collection concerns through careful architectural design.

The project is explicitly marked as work in progress and under heavy development, with the engine itself considered production-ready while the editor remains in active development. The README emphasizes faster build times and superior performance compared to other game engines as key differentiators. The project maintains community engagement through a Discord server, GitHub project board, mailing list, and social media presence. Developers can begin using the engine by cloning the repository with pre-built libraries included via a submodule, or by manually building dependencies like Soloud and Bullet3 from source. Documentation is available locally through mkdocs with the material theme.