A) The micro review:
I am impressed. Gio provides an immediate mode (read sane, no callback soup) graphics framework. Animation and rendering were smooth.
Supporting mobile, wasm, macOS desktop, iOS, android, windows desktop, and wayland linux -- with x11 linux in the works, I'm told, is a bold and stunning prospect.
I've verified myself that macOS and Windows work well. The same smooth experience across platforms that we've come to expect from Go command line tools. But now in GUI form. A game engine based on Gio cannot be far behind (anyone want a fun project?!)
One caveat on Windows -- you may need to ship along the ANGLE DLLs from Chrome that are included in hello_gio below. Eventually, the author of Gio, Elias Naur, posted that he plans to also have Vulkan underneath, which might prove more native to Windows. But relying on the same battle hardened OpenGL translation layer DLLs that Chrome and Firefox utilize on Windows is a minor packaging addendum at worst.
While still young and evolving quickly, I appreciate the ambition of Gio. What if Go were the preferred language for writing (portable) Apps and Games of all kinds?
B) The example, starter code:
I think it is worth posting my hello world experience with Gio. Both as a demonstration of its prowess, and a guide to help
others getting started. Should you be so inclined, hello_gio will get you drawing graphics in no time.
Enjoy.