PdGo is a new development environment that allows you to create games for the Playdate handheld gaming device using the Go programming language - for the first time ever!
Supports macOS, Linux, Windows platforms.
We are featured in Cranko! magazine - https://cranknockout.com/
- Overview
- Quick Install
- CLI Usage
- pdgocd: Crash Log Analyzer
- Memory Management
- Internals
- Conservative Mark-Sweep GC
- GC Benchmark
- Why Not Go But TinyGo
- Build Flow
- Known Issues
- API Documentation
- Examples
- A Tour Of Go
- Roadmap
- Contribution
- Community
- Attribution
- License
Hi, my name is Roman Bielyi, and I'm developing PdGo in my spare time as a personal initiative. This project is an independent effort and is neither endorsed by nor affiliated with Panic Inc.
As a Go developer, I immediately wanted to bring Go to the Playdate. It wasn’t straightforward, but I got it working - hope you’ll enjoy experimenting with it.
Important
This project is currently under active development. Not all APIs are covered yet, and not all features have been fully tested or implemented. PRs are always welcome. The main objective now is to release a stable 1.0.x version. To achieve this, we need to complete our tasks defined in the project's Roadmap
Note
On macOS the ARM toolchain ships with the Playdate SDK, on Windows it's installed by Scoop via install.ps1, but on Linux there's no built-in source - so you need to install it manually using sudo apt install gcc-arm-none-eabi
curl -fsSL https://raw.githubusercontent.com/playdate-go/pdgo/main/install.sh | bashiwr -useb https://raw.githubusercontent.com/playdate-go/pdgo/main/install.ps1 | iexThe Windows installer uses Scoop to manage dependencies, and will install it automatically if not present.
If you have issues with the installer, create an issue here.
Log out and login back to ensure paths are properly updated.
This installs everything you need:
- Dependencies
pdgoc- the build toolpdgocd- the crash-log symbolizer- Prebuilt
TinyGobinary with custom Playdate support (for device builds) - Configures your PATH automatically
The install script automatically detects how it's being run and adjusts accordingly:
| Mode | How to Run | pdgoc Source | Playdate Patches | Use Case |
|---|---|---|---|---|
| Local | ./install.sh from repo root |
Local cmd/pdgoc/ |
Local cmd/pdgoc/tinygo-patches/ |
Development & testing |
| Remote | curl ... \ iwr ... |
bash / ps |
GitHub tarball | GitHub raw URLs |
Local Mode Benefits:
- Build from local source - test your changes before committing
- Use local patch files - faster, no network needed
- Get accurate version info from local git
The installer automatically detects which mode to use by checking for cmd/pdgoc/ directory and go.mod file in the current directory.
- Installs dependencies (platform-specific):
- Playdate SDK: downloads and installs automatically if not found (set
PLAYDATE_SDK_PATHto override default location) - Windows only: installs Scoop (package manager) and all required dependencies automatically via Scoop:
go,git,mingw(for simulator CGO builds),gcc-arm-none-eabi(for device builds)
- Playdate SDK: downloads and installs automatically if not found (set
- Installs pdgoc - builds from source with version info injected
- Downloads TinyGo - downloads the official pre-compiled TinyGo v0.40.1 release for your OS/arch to
~/tinygo-playdate - Adds Playdate support - injects custom files into TinyGo:
playdate.json- target config (Cortex-M7, custom GC, no scheduler)playdate.ld- linker script (memory layout, entry point)runtime_playdate.go- platform runtime (time, console output via SDK)gc_playdate.go+ 8 moregc_*files - conservative mark-sweep GC (see Conservative Mark-Sweep GC)
- Configures PATH - adds
pdgocandtinygoto your shell
Result: ~/tinygo-playdate/bin/tinygo - a TinyGo compiler that accepts -target=playdate
Important
The patches are not compiled into the tinygo binary itself - they are loose source files that TinyGo picks up and compiles on every build. This means you get a fully working Playdate toolchain in a few minutes instead of building TinyGo from source, dozens of minutes, in example approx. 8-9 minutes on MacBook Pro M5 Pro (15 CPUs).
pdgoc is a command-line tool that handles everything for building for the Playdate, both Simulator and Device builds.
Important
Always use pdgoc for building. Do not try to run go build or tinygo build directly because pdgoc handles all the complexity: SDK paths, CGO flags, temporary files, etc.
Tip
The sim and device flags can be combined to build for both Simulator and Device simultaneously.
| Flag | Description |
|---|---|
sim |
Builds project for the Playdate Simulator only |
device |
Builds project for the Playdate console only |
run |
Builds and runs project in the Playdate Simulator |
deploy |
Deploys and runs on connected Playdate device (requires -device) |
keep |
Keeps the device build/ directory with intermediate artifacts — notably build/pdex.elf, which pdgocd needs to symbolize device crash logs |
| Flag | Description |
|---|---|
name |
Sets the name property for pdxinfo |
author |
Sets the author property for pdxinfo |
desc |
Sets the description property for pdxinfo |
bundle-id |
Sets the bundleID property for pdxinfo |
version |
Sets the version property for pdxinfo |
build-number |
Sets the buildNumber property for pdxinfo |
image-path |
Sets the imagePath property for pdxinfo |
launch-sound-path |
Sets the launchSoundPath property for pdxinfo |
content-warn |
Sets the contentWarning property for pdxinfo |
content-warn2 |
Sets the contentWarning2 property for pdxinfo |
Note
To use the pdgoc CLI tool, navigate to the project root directory -- the one containing the Source folder with your .go source files, go.mod, go.sum, and any assets.
Simply execute pdgoc from there. It will detect the 'Source' directory automatically.
Example:
If your structure looks like this:
your-project/
├── Source/
│ ├── main.go
│ ├── go.mod
│ ├── go.sum
│ └── assets/ (images, sounds, etc.)
└──
Then cd your-project/ and run pdgoc.
Example:
pdgoc -device -sim \
-name=MyApp \
-author=YourName \
-desc="My App" \
-bundle-id=com.yourname.myapp \
-version=1.0 \
-build-number=1The main.go:
package main
import (
"github.com/playdate-go/pdgo"
)
// A global pointer to the Playdate API.
//Initialized automatically when the game starts.
//All SDK calls go through this variable: pd.Graphics.DrawText(...), pd.System.DrawFPS(...), etc.
var pd *pdgo.PlaydateAPI
// Called once when the game launches (during kEventInit).
// Use this to load images, sounds, fonts, and initialize your game state. The Playdate API (pd) is fully available here.
func initGame() {
}
// The main game loop. Called every frame (~30 FPS by default). Here you:
// Handle input (pd.System.GetButtonState())
// Update game logic
// Draw graphics (pd.Graphics.DrawText(), pd.Graphics.DrawBitmap())
// Return value: 1 to tell Playdate the display was updated and needs refresh. Return 0 if nothing changed (saves battery).
func update() int {
}
// Must exist but remains empty.
//Playdate doesn't use Go's normal main() entry point, instead, the SDK calls eventHandler which is generated by pdgoc
func main() {}When a game crashes on the device, Playdate dumps raw ARM state: registers, fault status bits, and bare addresses in the 0x9xxxxxxx flash window. pdgocd turns that dump into a decoded fault cause and Go function names.
It is a pure Go tool in this repo (no cgo, runs on macOS/Linux/Windows), installed automatically alongside pdgoc by install.sh / install.ps1. To get it manually from a checkout:
go install ./cmd/pdgocdThe crash log — exactly one of:
| How | Example |
|---|---|
| File argument | pdgocd crashlog.txt |
| Raw text flag | pdgocd -log "crash at ... r0: ..." |
| Stdin | pbpaste | pdgocd |
The ELF — a flag or a second positional argument (either order works, so pdgocd game_examples/spritegame crashlog.txt and pdgocd crashlog.txt game_examples/spritegame are the same):
| Source | Resolution |
|---|---|
-e build/pdex.elf |
Used directly |
Game directory (e.g. game_examples/spritegame) |
build/pdex.elf, pdex.elf, walking up parent dirs |
.pdx bundles are rejected with a pointer to build/pdex.elf: the pdex.bin inside a bundle is pdc-encrypted and cannot be symbolized.
With no ELF argument at all, pdgocd walks up from the current directory looking for the same candidates.
Extra flags: -d disassembles ~12 instructions around the faulting pc via arm-none-eabi-objdump.
- Decoded fault cause — CFSR/HFSR/UFSR/BFSR bits (
UNDEFINSTR,IBUSERR,PRECISERR, ...), the faulting address named frombfar/mmfarwhen valid. - Registers mapped to Go code — flash addresses become ELF offsets and resolve through
arm-none-eabi-addr2line(inline frames included), with a symbol-table fallback marked(nearest symbol). SRAM and ARM-system-space values are annotated. - Crash hints — e.g.
pc == r1means an indirect call (blx r1) through that register; pc landing in a data section means a non-function value was called as code. - Wrong-ELF warnings — addresses past this ELF's image end or all-fallback resolution mean the ELF is from a different game/build than the crash; a rebuild newer than the crash warns about symbol drift.
- Scriptable exit codes —
0analyzed,2no crash found,3no usable ELF.
Example (real run against a spritegame device ELF):
Tool Input:
pdgocd -e game_examples/spritegame/build/pdex.elf -log "--- crash at 2026/08/18 17:08:08---
build:415038e2-3.0.5-release.202175-gitlab-runner
r0:00000088 r1:00000000 r2:00000000 r3: 00000000
r12:00000000 lr:900042c9 pc:900042ce psr: 01070000
cfsr:00000082 hfsr:00000000 mmfar:00000088 bfar: 00000088
rcccsr:00000000
heap allocated: 181152
Lua totalbytes=0 GCdebt=0 GCestimate=0 stacksize=0"
Tool Output:
Crash #1 - 2026/08/18 17:08:08
build: 415038e2-3.0.5-release.202175-gitlab-runner
ELF: /Users/laudamus/projects/own/pdgo/game_examples/spritegame/build/pdex.elf (modified 2026-08-21 08:12)
WARNING: ELF is newer than the crash - symbols may have drifted
memmanage fault: data access violation (MMFSR.DACCVIOL)
faulting address mmfar=0x00000088
psr 01070000: Thumb, thread mode
////////////////////////////////////////////////////////////
r0 00000088
r1 00000000
r2 00000000
r3 00000000
r12 00000000
lr 900042c9 -> 042c9 spritegame/core.NewBackground (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/core/background.go:37)
[inlined] (*spritegame/core.Game).Setup (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/core/game.go:70)
[inlined] main.initGame (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/main.go:20)
[inlined] go_init (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/main_tinygo.go:15) (return address: caller)
pc 900042ce -> 042ce go_init [inlined] spritegame/core.NewBackground (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/core/background.go:38) [inlined] (*spritegame/core.Game).Setup (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/core/game.go:70) [inlined] main.initGame (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/main.go:20) [inlined] go_init (/Users/laudamus/projects/own/pdgo/game_examples/spritegame/Source/main_tinygo.go:15)
psr 01070000
cfsr 00000082
hfsr 00000000
mmfar 00000088
bfar 00000088
rcccsr 00000000
////////////////////////////////////////////////////////////
heap allocated: 181152 bytes
Important
Only an ELF can be symbolized — the pdex.bin inside a shipped .pdx bundle is pdc-encrypted, and pdgocd rejects bundles with an explanation. You need the build/pdex.elf from the same build that crashed: pdgoc -device cleans up build/ after a successful build, so build with pdgoc -device -keep when you want the ELF kept, or keep your own copy when you ship a build.
arm-none-eabi-addr2line comes from the same gcc-arm-none-eabi toolchain that device builds require (see Quick Install). Without it on PATH, pdgocd still works via ELF symbol-table lookup.
Every pdgo object that owns a C resource (*LCDBitmap, *LCDSprite, *LCDFont, *AudioSample, ...) is a Go wrapper around a raw C pointer with a finalizer: when the wrapper becomes unreachable, the C object is freed automatically — on device via the custom GC, in the simulator via standard Go finalizers. No manual frees needed.
The cross-heap hazard: the Playdate SDK stores raw C pointers internally — sprites on the display list, a sprite's image, a tilemap's image table, a channel's instruments. Go's GC cannot see those references, so a wrapper that goes out of scope in your game would let its finalizer free the C object while the SDK still uses it. Symptoms: sprites vanishing from the screen mid-game, nondeterministically, in the simulator and on device alike.
pdgo closes this gap with auto-retention: whenever a wrapper's pointer is handed into SDK state, pdgo keeps the wrapper alive in an internal registry until the matching removal API runs. You never have to think about it.
| You call | Wrapper kept alive until |
|---|---|
AddSprite(sprite) |
RemoveSprite / RemoveAllSprites / FreeSprite |
SetImage(sprite, img) |
next SetImage on that sprite, or the sprite's free |
SetImageTable(tmap, table) |
next SetImageTable, or the tilemap's free |
SetSample(synth, s) / SetSamplePlayerSample(p, s) |
next Set... call on that owner, or the owner's free |
AddInstrumentAsSource / SetInstrument / AddVoice |
FreeInstrument / FreeSynth |
SetFont / SetStencilImage / SetColorToPattern |
the next call replacing that slot |
SetMenuImage |
end of program (the menu image cannot be unset) |
PushContext(target) |
the matching PopContext |
Notes:
- Explicit
Free*calls remain available and release early; the registries are updated so nothing dangles. - Getter wrappers that only borrow SDK-owned objects (
GetDisplayBufferBitmap,GetTableBitmap, a sprite'sGetImage, ...) have no finalizer and never free anything. - Keeping your own references (e.g. in globals) is still fine — belt and braces; several examples do it.
The retention registries are plain package-level maps — GC roots under both the device's conservative GC and the simulator's standard GC — with no locks (single-threaded runtime) and no reflection (TinyGo-compatible).
Unlike standard Go where the runtime is baked into the compiler binary, TinyGo keeps its runtime as plain .go source files on disk (src/runtime/*.go). Every time you run tinygo build, the compiler reads and compiles those runtime sources fresh as part of your project.
This is what makes the Playdate support strategy possible:
1. Download official TinyGo release (pre-compiled binary for your platform)
│
▼
2. Inject Playdate patches into the TinyGo directory:
├── targets/playdate.json ← target config (read at build time)
├── targets/playdate.ld ← linker script (read at build time)
├── src/runtime/runtime_playdate.go ← platform runtime: time, console output, runtime_init entry point (compiled per build)
└── src/runtime/gc_playdate.go ← conservative mark-sweep GC (see section below)
│
▼
3. When you build a game (pdgoc -device):
TinyGo reads targets/playdate.json
→ compiles src/runtime/runtime_playdate.go + gc_playdate.go
→ compiles your game code
→ generates C runtime wrapper (pd_runtime.c) with CGO bindings to Playdate C API
→ arm-none-eabi-gcc compiles pd_runtime.c to pd_runtime.o (with Cortex-M7 flags)
→ arm-none-eabi-ar creates libpd.a static library from pd_runtime.o
→ TinyGo links against libpd.a using playdate.ld linker script
→ arm-none-eabi-gcc compiles SDK setup.c (C_API/buildsupport/setup.c)
→ arm-none-eabi-gcc links setup.o + pd_runtime.o + game.o into pdex.elf (ARM binary)
→ pdc packages pdex.elf + game assets into final .pdx bundle
Custom GC:
A conservative mark-and-sweep GC designed for Playdate's constraints — see Conservative Mark-Sweep GC below for the full details. It tracks Go-level objects conservatively, integrates with the SDK allocator, and uses a finalizer pattern to automatically free C-level API objects (bitmaps, sprites, sounds) when they become unreachable – managing both heaps in one system.
Follow this link to the progress #6:
No Static Heap:
Standard TinyGo embedded targets reserve heap space in BSS section. Our runtime configuration eliminates this by setting needsStaticHeap = false.
As a result, BSS is reduced from approx. 1MB to approx. 300 bytes.
click to see: gc_playdate.go
const needsStaticHeap = false
func initHeap() {}Minimal Runtime Configuration:
No scheduler, no threading, no dynamic stack management. A fixed stack size of 128KB is used instead of Go's traditional growable stacks.
click to see: playdate.json
{
"inherits": ["cortex-m"],
"llvm-target": "thumbv7em-unknown-unknown-eabihf",
"cpu": "cortex-m7",
"features": "+armv7e-m,+dsp,+hwdiv,+thumb-mode,+fp-armv8d16sp,+vfp4d16sp",
"build-tags": ["playdate", "tinygo", "gc.playdate"],
"gc": "playdate",
"scheduler": "none",
"serial": "none",
"automatic-stack-size": false,
"default-stack-size": 131072,
"cflags": ["-DTARGET_PLAYDATE=1", "-mfloat-abi=hard", "-mfpu=fpv5-sp-d16"]
}LLVM Optimization:
- Target:
thumbv7em-unknown-unknown-eabihf - CPU:
cortex-m7with FPU (-mfpu=fpv5-sp-d16,-mfloat-abi=hard) - Features: Thumb-2, DSP, hardware divide, VFP4
- Unused code stripped via
--gc-sectionslinker flag combined with-ffunction-sections -fdata-sectionscompiler flags
click to see: playdate.json & playdate.ld
Target configuration:
{
"llvm-target": "thumbv7em-unknown-unknown-eabihf",
"cpu": "cortex-m7",
"features": "+armv7e-m,+dsp,+hwdiv,+thumb-mode,+fp-armv8d16sp,+vfp4d16sp",
"cflags": ["-DTARGET_PLAYDATE=1", "-mfloat-abi=hard", "-mfpu=fpv5-sp-d16"]
}Linker script (dead code elimination):
ENTRY(eventHandlerShim)
SECTIONS
{
.text : ALIGN(4) {
KEEP(*(.text.eventHandlerShim))
KEEP(*(.text.eventHandler))
KEEP(*(.text.updateCallback))
KEEP(*(.text.runtime_init))
*(.text) *(.text.*) *(.rodata) *(.rodata.*)
KEEP(*(.init)) KEEP(*(.fini))
. = ALIGN(4);
}
...
/DISCARD/ : { *(.ARM.exidx*) *(.ARM.extab*) }
}/DISCARD/ removes unused ARM exception sections, KEEP() prevents critical entry points from being stripped by --gc-sections.
pdgoc uses Go's native build tools to compile apps for the Playdate Simulator.
Under the hood, it automatically runs:
go build -ldflags="-w -s" -gcflags="all=-l" \
-trimpath -buildvcs=false -race=false \
-buildmode=c-shared \
-o "some/output" "some/input"All flags are optimized: stripping debug info (-w -s), disabling race detector, and producing a C-shared library with -buildmode=c-shared needed for Simulator instead of binary executable.
In Unix systems it's .so, in macOS it's .dylib, in Windows it's .dll '
| Flag | Purpose |
|---|---|
-ldflags="-w -s" |
-w: Strip debug info (DWARF). -s: Strip symbol table. Shrinks binary ~30-50% |
-gcflags="all=-l" |
Disable function inlining & optimizations for simulator compatibility |
-trimpath |
Remove local filesystem paths from binaries (security/portability) |
-buildvcs=false |
Skip embedding VCS data (git info) - faster builds |
-race=false |
Explicitly disable race detector (already off by default) |
-buildmode=c-shared |
Key: Build as C-shared library (.dylib/.so / .dll) for Playdate Simulator |
pdgo ships a custom conservative tri-color mark-sweep GC (gc.playdate) built for Playdate's constraints: a single-threaded ARM Cortex-M7, 16 MB RAM, and an SDK-managed heap.
- Allocation goes through size-classed free-lists (8 classes, LIFO) that recycle memory in O(1); fresh blocks come from the Playdate SDK's
realloc. - Marking is stop-the-world and non-recursive (growable mark stack), and scales with the live set, not the total heap. An offset-encoded side bitmap gives O(1) object lookups, including interior pointers.
- Sweeping is amortized: dead objects are pushed to size-classed free-lists in microseconds and recycled by future
alloc()calls — the pause ends when marking ends. - Typical pauses are 0.1-2 ms; worst case for ~2 MB live heaps is ≤3 ms.
┌─────────────────────────────────────────────────────────────┐
│ Conservative Mark-Sweep + Free-Lists │
├─────────────────────────────────────────────────────────────┤
│ Memory Allocation: │
│ ├─> Free-list hit: O(1) pop (per size class) │
│ └─> Miss: Playdate SDK's pd->realloc() │
│ │
│ Root Scanning: │
│ ├─> Stack: scanCurrentStack() → ARM assembly │
│ │ (stack top captured at runtime_init) │
│ └─> Globals: findGlobals() → linker symbols │
│ │
│ GC Cycle (stop-the-world): │
│ ├─> Mark: tri-color drain via growable mark stack │
│ │ (O(1) headerOf via offset-encoded side bitmap) │
│ ├─> Finalizers: run with panic isolation │
│ └─> Sweep: dead objects → size-classed free-lists │
└─────────────────────────────────────────────────────────────┘
| File | Purpose |
|---|---|
gc_playdate.go |
Alloc/free/realloc entry points, GC triggers, stats |
gc_mark_playdate.go |
Tri-color mark + conservative object scan |
gc_sweep_playdate.go |
Sweep: dead objects → size-classed free-lists |
gc_objectmap.go |
Offset-encoded side bitmap (O(1) header lookup) |
gc_finalizer_playdate.go |
Finalizer table + panic-isolated invocation |
gc_helpers.go |
Size classes, colors, alignment |
gc_stack_playdate.go |
Root scanning: stack (ARM asm) + globals |
gc_playdate_leaking.go |
gc.leaking escape hatch (no-op GC) |
runtime_playdate.go |
runtime_init entry, stack-top capture, ticks, console output |
asm_arm.S |
Corrected tinygo_scanCurrentStack (restores r4-r11) + tinygo_longjmp |
interrupt_cortexm.go |
interrupt.In() without SCB access (HardFaults in unprivileged game code) |
playdate.json |
TinyGo target descriptor |
playdate.ld |
Linker script with _globals_start, _globals_end, _stack_top |
| Aspect | gc.leaking (fallback) |
gc.playdate (default) |
|---|---|---|
| Memory freeing | Never (leaks by design) | Mark-sweep + free-lists |
| Alloc cost | O(1) SDK realloc | O(1) free-list pop |
| GC pauses | None (no GC runs) | 0.1-2 ms typical, ≤3 ms @ 2 MB live |
| Finalizers | Not supported | runtime.SetFinalizer |
| GC trigger | N/A | 3x heap growth / 64 KB minimum / 4096 allocations |
runtime.SetFinalizer works, and the pdgo wrappers register finalizers automatically for C-managed resources (Bitmap, Font, Sound, File) — no manual free needed (see Memory Management for how pdgo additionally keeps SDK-referenced objects alive). Misuse (non-pointer object, wrong finalizer signature) panics. A finalizer that itself panics is caught and logged to the console; it does not halt the device.
Conservative-scanning tradeoff: a dead object can be retained if a non-pointer value on the stack or in a global happens to look like a heap pointer. The effect is bounded extra memory use, never corruption.
The GC exposes live statistics through the pd.Memory API (see godoc):
stats := pd.Memory.Stats() // HeapAlloc, NumGC, LiveObjects, LastPauseNs, ...
pause := pd.Memory.RunGC() // force a cycle, returns pause in nsThe custom device GC is exercised on real hardware by two dedicated examples (the simulator runs the stock Go GC and cannot validate it):
- gc_test_suite — the GC test suite. Runs 18 tests written in pure Go (no C calls in test logic) covering every allocation construct: slices, maps,
new(T), struct literals, pointer chains, trees, interface boxing, channels, closures, string concatenation, nested slices, append growth. The device-specific tests prove:- RetainedMemory / StressTest / LargeLiveSet — live data survives GC cycles intact: 500 KB across 4000 objects is collected around, never freed or corrupted while reachable (this is the class of bug a conservative collector can produce if marking or sweeping is wrong).
- FinalizerChurn — all 500 registered finalizers run under allocation pressure: automatic cleanup of C resources (bitmaps, sounds, files) actually happens instead of leaking SDK memory.
- PauseBudget — the worst GC pause stays under 3 ms, comfortably inside a 50 ms frame budget, so collection is invisible during gameplay.
- FreeListReuse — the SDK allocation count stays flat under alloc/free churn: the size-classed free lists recycle blocks instead of growing the heap without bound.
- gc_pause_benchmark — the per-frame pause benchmark. A game-shaped workload (1000 particles + 50 garbage allocations per frame) logs
frame,NumGC,HeapAlloc,LastPauseNs,LiveObjectsas CSV to the console. It proves that under sustained allocation pressure the heap stays bounded and pauses stay at 0.1-2 ms typical, ≤3 ms worst — and because the output is CSV, results diff cleanly between builds, so any GC change that regresses pause time or heap growth is caught immediately.
If the conservative GC misbehaves in production, switch back to the pre-1.0 no-op GC in one line: set "gc": "leaking" and change the build tag from gc.playdate to gc.leaking in ~/tinygo-playdate/targets/playdate.json, then rebuild. Allocations then never get collected (O(1) alloc/free, no pauses).
Standard TinyGo embedded targets reserve heap space in BSS section. Our runtime configuration eliminates this by setting needsStaticHeap = false.
As a result, BSS is reduced from approx. 1MB to approx. 300 bytes.
click to see: gc_playdate.go (core allocation + GC cycle)
//go:noinline
func alloc(size uintptr, layout unsafe.Pointer) unsafe.Pointer {
size = align(size)
sc := sizeClassOf(size)
// Fast path: reuse from free-list (O(1))
if h := freeListPop(sc); h != nil {
h.size = size
h.sizeClass = sc
allocListInsert(h)
objectMapMark(h.userStart, size) // re-mark bitmap
userData := unsafe.Pointer(h.userStart)
memzero(userData, size)
maybeTriggerGC()
return userData
}
// Slow path: fresh allocation from the Playdate SDK
totalSize := gcHeaderSize + size
ptr := _cgo_pd_realloc(nil, totalSize)
if ptr == nil {
flushFreeLists() // release cached blocks, retry once
ptr = _cgo_pd_realloc(nil, totalSize)
if ptr == nil {
runtimePanic("out of memory")
}
}
header := (*gcHeader)(ptr)
header.size = size
header.color = colorWhite
header.sizeClass = sc
header.userStart = uintptr(ptr) + gcHeaderSize
allocListInsert(header)
objectMapMark(header.userStart, size)
userData := unsafe.Pointer(header.userStart)
memzero(userData, size)
maybeTriggerGC()
return userData
}
func GC() {
if gcStateVal != gcStateIdle {
return // no re-entrant collections
}
gcStateVal = gcStateMarking
defer func() { gcStateVal = gcStateIdle }()
start := ticks() // ms granularity from Playdate clock
gcMarkReachable() // roots: stack (ARM asm) + globals
processWorkQueue() // tri-color drain via growable mark stack
sweep() // dead objects -> size-classed free-lists
}Two levels of measurement.
Host micro-benchmarks of the GC's core data structures (cmd/pdgoc/gcpure), measured on Apple M5 Pro, Go 1.25. Run them with:
cd cmd/pdgoc
go test ./gcpure # unit tests
go test -bench . ./gcpure # benchmarks| Operation | Result | What it shows |
|---|---|---|
| Size-class lookup | 2.6 ns | per-allocation cost |
| Free-list pop, deep list | 24 ns | O(1) — same cost at 65k entries |
| Alloc-list unlink (middle) | 2.4 ns | O(1) doubly-linked list |
| Object bitmap mark/clear | ~6 GB/s | linear in object size (16 B - 1 KB) |
ObjectStart lookup |
1.7 ns | interior pointers resolve in O(1) |
ObjectStart, 64 KB object |
25 ns | worst case: capped-offset walk-back |
| Conservative scan, 1 MB window | 0.31 ms | every 4-byte slot resolved as a candidate pointer |
| Mark-stack push/pop | 3.2 ns | gray queue during mark |
| Finalizer add + sweep lookup | 19 ns | map-based table |
| Composite sweep per object | 14 ns | free-list push + bitmap clear + alloc-list unlink |
The host versions use side-map stand-ins where the runtime uses intrusive links, so absolute numbers overstate device cost — treat them as complexity verification and regression tracking, not pause predictions.
Device pauses are measured on hardware by the game_examples/gc_pause_benchmark example (1000 particles + 50 garbage allocations per frame; logs frame,NumGC,HeapAlloc,LastPauseNs,LiveObjects as CSV to the console). Observed pauses match the figures in Leaking vs Conservative: 0.1-2 ms typical, ≤3 ms at 2 MB live heap.
No Bare-Metal ARM Support:
Standard Go compiler (gc) only supports these targets:
| Flag | Purpose |
|---|---|
| linux | amd64, arm64, arm, 386, ... |
| darwin | amd64, arm64 |
| windows | amd64, arm64, 386 |
Playdate requires: thumbv7em-none-eabihf (ARM Cortex-M7, no OS), and this is simply impossible:
GOOS=none GOARCH=thumbv7em go build # not supported
Size:
Standard Go runtime includes Garbage Collector, Goroutine Scheduler, Stack Management and Reflection, binary size approx. 2-5 MB minimum.
Playdate constraints are 16 MB total RAM (shared with game data, graphics, sound), games typically 50 KB - 2 MB.
| Feature | Standard Go | TinyGo |
|---|---|---|
| Bare-metal support | No | Yes |
| GOOS= not required | No | Yes |
| ARM Cortex-M | No | Yes thumbv7em target |
| Minimal runtime | No approx. 2MB | Yes approx. 1-4 KB |
| Custom GC | No | Yes pluggable (gc.playdate) |
| No OS required | No | Yes |
| Relocatable code | No | Yes via LLVM |
| CGO on bare-metal | No | Yes (with custom runtime) |
In short:
Go Source -> TinyGo Frontend -> LLVM IR -> LLVM Backend -> ARM Thumb-2 ELF
|
Cortex-M7 optimizations
Position-independent code
Dead code elimination
Summary: Standard Go is designed for desktop/server environments, full operating systems, abundant memory (GB). Playdate requires: bare-metal ARM Cortex-M7, no operating system, tiny runtime, and a custom conservative mark-and-sweep GC (see Conservative Mark-Sweep GC).
TinyGo bridges this gap by reimplementing Go compilation targeting embedded systems with LLVM backend. We use the official TinyGo release with injected patches (target config, linker script, runtime, GC) to support CGO on bare-metal Playdate hardware through a unified C wrapper layer (pd_cgo.c).
┌─────────────────────────────────────────────────────────────┐
│ pdgoc -device │
├─────────────────────────────────────────────────────────────┤
│ 1. Copy pd_cgo.c from pdgo module to build/pd_runtime.c │
│ 2. Create Source/main_tinygo.go │
│ 3. Run go mod tidy │
│ 4. Create /tmp/device-build-*.sh │
│ 5. Execute build script: │
│ ├── Compile pd_runtime.c -> pd_runtime.o -> libpd.a │
│ ├── Create build/playdate.ld │
│ ├── Create ~/tinygo-playdate/targets/playdate.json │
│ ├── TinyGo build -> pdex.elf │
│ ├── pdc -> GameName.pdx/ │
│ └── Delete build/ directory │
│ 6. Delete Source/main_tinygo.go │
│ 7. Delete Source/pdxinfo │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ pdgoc -sim │
├─────────────────────────────────────────────────────────────┤
│ 1. Create Source/main_cgo.go │
│ 2. go build -buildmode=c-shared -> pdex.dylib + pdex.h │
│ 3. Delete Source/pdex.h │
│ 4. Delete Source/main_cgo.go │
│ 5. pdc -> GameName_sim.pdx/ │
│ 6. Delete Source/pdex.dylib │
│ 7. Delete Source/pdxinfo │
└─────────────────────────────────────────────────────────────┘
Temporary files created by pdgoc during build:
Device Build Files
pd_runtime.c - Copied from pd_cgo.c in the pdgo module. This C file provides all Playdate SDK wrappers that Go code calls via CGO. It includes TinyGo runtime support functions (_cgo_pd_realloc, _cgo_pd_logToConsole, _cgo_pd_getCurrentTimeMS) and the eventHandler entry point. Compiled with -DTARGET_PLAYDATE=1 to enable device-specific code.
main_tinygo.go - Contains the //export go_init and //export go_update directives that tell TinyGo to expose these functions as C-callable symbols. The C runtime calls these functions to initialize the game and run the update loop. This file is separate from the user's main.go to avoid polluting their code with build-specific exports.
playdate.ld - The linker script tells the ARM linker how to arrange code and data in memory. It defines the entry point (eventHandlerShim), ensures critical functions appear at the beginning of the binary, and sets up BSS/data sections.
playdate.json - TinyGo's target configuration file. It specifies the CPU architecture (Cortex-M7), compiler flags, which garbage collector to use (gc.playdate), and links to the linker script. This file tells TinyGo exactly how to compile for Playdate hardware.
libpd.a - A static library compiled from pd_runtime.c. TinyGo links against this library to resolve the C function references. Static linking ensures all SDK wrapper code is embedded directly in the final binary.
| File | Location | Purpose | Cleanup |
|---|---|---|---|
pd_runtime.c |
build/ |
C wrappers (copy of pd_cgo.c) | Deleted with build/ dir |
main_tinygo.go |
Source/ |
TinyGo entry points (//export) |
Deleted after build |
device-build-*.sh |
/tmp/ |
Embedded build script | Deleted after build |
playdate.ld |
build/ |
Linker script | Deleted with build/ dir |
playdate.json |
~/tinygo-playdate/targets/ |
TinyGo target config | Overwritten each build |
pdex.elf |
build/ |
Compiled ELF binary | Deleted with build/ dir |
pd_runtime.o |
build/ |
Compiled C object | Deleted with build/ dir |
libpd.a |
build/ |
Static C library | Deleted with build/ dir |
pdxinfo |
Source/ |
Game metadata | Deleted after build |
Simulator Build Files
The simulator build uses the same pd_cgo.c from the pdgo module as the device build, but compiled for the host architecture. The C wrappers are linked directly into the shared library via standard Go CGO.
main_cgo.go - Contains import "C" and //export eventHandler directive that tells the standard Go compiler to generate a C-callable entry point. The simulator runs on your host machine (macOS/Linux), where CGO is fully supported.
pdex.h - Automatically generated by go build -buildmode=c-shared. This header file contains C function declarations for all exported Go functions. We immediately delete it since Playdate doesn't need it - the SDK already knows the expected function signatures.
pdex.dylib / pdex.so / pdex.dll - The compiled shared library containing your Go game code and the C wrappers. The Playdate Simulator dynamically loads this library at runtime and calls eventHandler when your game starts. This file is moved into the .pdx bundle by pdc.
| File | Location | Purpose | Cleanup |
|---|---|---|---|
main_cgo.go |
Source/ |
CGO entry points (//export) |
Deleted after build |
pdex.h |
Source/ |
CGO header (auto-generated) | Deleted after build |
pdex.dylib / pdex.so / pdex.dll |
Source/ |
Compiled shared library | Deleted after build |
pdxinfo |
Source/ |
Game metadata | Deleted after build |
Two confirmed crash-causing patterns in TinyGo's fmt package when targeting ARM Thumb (Playdate device). Both work fine in the Simulator (standard Go) but crash immediately on device.
// CRASHES on device:
fmt.Sprintf("%v", []int{1, 2, 3})
// FIX — manual string building:
func joinInts(s []int) string {
r := "["
for i, v := range s {
if i > 0 { r += "," }
r += fmt.Sprint(v)
}
return r + "]"
}The %v format verb uses reflection to iterate slice elements, which is broken in TinyGo on ARM.
// CRASHES on device:
type myString string
func (m myString) String() string { return string(m) }
fmt.Sprint(myString("test"))
// FIX — call String() directly:
string(myString("test"))
// or
myString("test").String()TinyGo's fmt package internally checks if a value implements fmt.Stringer. This interface assertion is broken on ARM Thumb.
On TinyGo ARM/Playdate: only use fmt.Sprintf/fmt.Sprint with basic concrete types (int, string, bool, float64 with basic format verbs like %d, %s, %t, %.1f). Never pass slices, maps, or custom types implementing interfaces to any fmt function.
The latest full documentation for API bindings is hosted here: https://pkg.go.dev/github.com/playdate-go/pdgo#section-documentation
Note
We will add more complex examples as the project progresses
To build all examples please do this:
# in project repo root
chmod +x game_examples/build_all.sh
chmod +x game_examples/*/build.sh
./game_examples/build_all.shcd game_examples
build_all.ps1Each example includes a build.sh script that runs pdgoc with all necessary flags.
Particles -- game_examples/particles
Exposure -- game_examples/exposure
Sprite Collisions -- game_examples/sprite_collisions
Tilemap -- game_examples/tilemap
JSON High and Low Level Encoding and Decoding -- game_examples/json | game_examples/json_lowlevel
Bach MIDI -- game_examples/bach_midi
3D Library -- game_examples/3d_library
Sprite Game -- game_examples/spritegame
Conway's Game of Life -- game_examples/life
Bouncing Square -- game_examples/bouncing_square
Go Logo -- game_examples/go_logo
Hello World -- game_examples/hello_world
GC Test Suite (18 device GC tests: correctness, finalizers, pause budget, free-list reuse) -- game_examples/gc_test_suite
GC Pause Benchmark (per-frame pause CSV under a particle-game workload) -- game_examples/gc_pause_benchmark
Realloc Debug Stats -- game_examples/realloc_debug
The official Go language tutorial — A Tour of Go — has been adapted to run on Playdate with PdGo, out of the box, on both the Simulator and the device.
If you are coming from C or Lua gamedev and want to learn Go, this is the fastest way to try every language feature hands-on: packages, functions, control flow, pointers, structs, arrays, slices, maps, closures, methods, interfaces, type assertions, generics, errors, and io.Reader — all running directly on Playdate hardware.
All examples are located in the tour_of_go/ directory. Each example is a self-contained PdGo project with its own build.sh.
Build all examples at once:
cd tour_of_go
chmod +x build_all.sh
chmod +x */build.sh
./build_all.shcd tour_of_go
.\build_all.ps1The examples cover Go fundamentals (01-26), pointers and structs (27-32), slices (33-41), maps (44-47), functions and closures (48-49), methods (50-57), interfaces (58-62), type assertions and switches (64-65), Stringer (66), errors (67), io.Reader (68), and generics (generics_type_parameters, generics_generic_types, generics_all).
All examples are device-tested and avoid known TinyGo ARM fmt issues.
- Add more own complex code examples to cover and test all API subsystems
- Rewrite to Go all official examples from SDK
- Hello World
- Life
- Tilemap
- Sprite Game
- Sprite Collisions
- Particles
- Networking
- JSON
- Exposure
- Bach.mid
- Array
- 3D Library
- 2020
- Accelerometer Test
- Asteroids
- ControllerTest
- Drum Machine
- Flippy Fish
- Game Template
- Hammer Down
- Level 1-1
- MIDI Player
- Node7Driver
- Networking
- Pathfinder
- Single File Examples
- Sprite Collisions Masks
- Make sure Lua interoperability works
- Make sure C interoperability works
- Write documentation for API bindings
- Add Go-Tour like code examples to demostrate language's syntax and semantic to newcomers
- Add different benchmarks to compare Go with C and Lua
- Investigate: concurrency: goroutines/scheduler support for single-threaded CPU
- GC support: conservative tri-color mark-sweep with size-classed free-lists, finalizers,
pd.Memorystats, andgc.leakingescape hatch - Create unit tests for
pdgocand API bindings - Add support for Windows OS
# 1. Fork the repo on GitHub first (via the web UI), then:
git clone https://github.com/<your-github-username>/pdgo.git
cd pdgo
# 2. Make sure you are on the main branch
git checkout main
git pull origin main
# 3. Create a feature branch based on main
git checkout -b my_feature
# 4. Make your changes, then stage only what you need
git add path/to/changed_file.go # or several files
# 5. Commit with a meaningful message
git commit -m "Describe what this change does"
# 6. Push your branch to your fork
git push origin my_feature
#Go to your fork on GitHub, you’ll see a banner offering to “Compare & pull request”.
# Open a pull request from my_feature in your fork to playdate-go/pdgo’s main (or whichever target branch you use).Run the full test suite before pushing a PR.
Unit tests — pdgoc tool (config, pdxinfo, GC core):
cd cmd/pdgoc
go test ./...Unit tests — pdgocd symbolizer (pure Go, no SDK needed):
cd ..
go test ./cmd/pdgocdUnit tests — API bindings (cgo, requires the Playdate SDK):
CGO_CFLAGS="-I$HOME/Developer/PlaydateSDK/C_API -DTARGET_EXTENSION=1" go test .Optional — GC core benchmarks (the numbers in GC Benchmark):
cd cmd/pdgoc
go test -bench . ./gcpureVerify all examples compile
chmod +x game_examples/build_all.sh
chmod +x game_examples/*/build.sh
./game_examples/build_all.shchmod +x tour_of_go/build_all.sh
chmod +x tour_of_go/*/build.sh
./tour_of_go/build_all.shUnit tests — pdgoc tool (config, pdxinfo, GC core):
cd cmd\pdgoc
go test ./...Unit tests — pdgocd symbolizer:
cd ..
go test ./cmd\pdgocdUnit tests — API bindings (cgo, requires the Playdate SDK and a C compiler):
$env:CGO_CFLAGS = "-I$env:PLAYDATE_SDK_PATH/C_API -DTARGET_EXTENSION=1"
go test .cd game_examples
build_all.ps1cd tour_of_go
build_all.ps1Using these links and places, you can discuss the PdGo project with each other:
Slack
- https://gophers.slack.com/archives/C029RQSEE/p1769119174451979
- https://gophers.slack.com/archives/CDJD3SUP6/p1769119574841489
Reddit:
- https://www.reddit.com/r/golang/comments/1qk1ec9/golang_support_for_playdate_handheld_compiler_sdk/
- https://www.reddit.com/r/PlaydateDeveloper/comments/1qk0r60/golang_support_for_playdate_handheld_compiler_sdk/
- https://www.reddit.com/r/programming/comments/1qk19kb/playdate_supports_go_language_compiler_sdk/
- https://www.reddit.com/r/PlaydateConsole/comments/1qk0wy0/golang_support_for_playdate_handheld_compiler_sdk/
Discord:
- https://discord.com/channels/118456055842734083/1464001888243548181
- https://discord.com/channels/675983554655551509/1464004567476867247
Magazines:
Featured in Cranko! printed magazine by Cranknockout Publishing, Issue 7, May 2026.
Special thanks to the amazing Patricio Land for interviewing us and for his support!
https://cranknockout.com/
Playdate Development Forum (this is the main place to discuss): https://devforum.play.date/t/golang-support-for-playdate-compiler-sdk-bindings-tools-and-examples/24919
The Go Gopher was designed by Renee French and is licensed under Creative Commons 4.0 Attribution License.
MIT License
Copyright (c) 2026 Roman Bielyi and PdGo contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

