package main import ( "math" rl "git.terah.dev/UnrealXR/raylib-go/raylib" ) func main() { screenWidth := int32(1280) screenHeight := int32(720) rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes") camera := rl.Camera{} camera.Position = rl.NewVector3(30.0, 20.0, 30.0) camera.Target = rl.NewVector3(0.0, 0.0, 0.0) camera.Up = rl.NewVector3(0.0, 1.0, 0.0) camera.Fovy = 70.0 camera.Projection = rl.CameraPerspective numBloks := 15 rl.SetTargetFPS(60) for !rl.WindowShouldClose() { time := rl.GetTime() scale := (2 + float32(math.Sin(time))) * 0.7 camTime := time * 0.3 camera.Position.X = float32(math.Cos(camTime)) * 40 camera.Position.Z = float32(math.Sin(camTime)) * 40 rl.BeginDrawing() rl.ClearBackground(rl.RayWhite) rl.BeginMode3D(camera) rl.DrawGrid(10, 5) for x := 0; x < numBloks; x++ { for y := 0; y < numBloks; y++ { for z := 0; z < numBloks; z++ { blockScale := float32((x + y + z)) / 30 scatter := math.Sin(float64(blockScale*20) + (time * 4)) cubePos := rl.NewVector3(float32((x-numBloks/2))*(scale*3)+float32(scatter), float32((y-numBloks/2))*(scale*2)+float32(scatter), float32((z-numBloks/2))*(scale*3)+float32(scatter)) cubeColor := rl.ColorFromHSV(float32(((x+y+z)*18)%360), 0.75, 0.9) cubeSize := (2.4 - scale) * blockScale rl.DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor) } } } rl.EndMode3D() rl.DrawFPS(10, 10) rl.EndDrawing() } rl.CloseWindow() }