CodeLLDB
sokol-zig
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CodeLLDB
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custom pretty printer/debug helpers for C++ debugging?
Ok, so apparently here they are called 'data formatters' instead of pretty printers or debug helpers... https://github.com/vadimcn/codelldb/wiki/Custom-Data-Formatters
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Visualization tools when working with C++?
For debugging lldb supports python scripts: https://github.com/vadimcn/codelldb/wiki/Data-visualization
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Zig Build System
I use VS Code on Linux to debug Zig. Haven't tried the others you mentioned, but it just emits standard DWARF symbols, so I'm guessing if you can debug C/C++ you could probably also do Zig with minimal changes? I just use the lldb VS code plugin[0], which works out of the box for me with no issues.
https://github.com/vadimcn/codelldb
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How game-dev-s debug rust?
It's pretty bad, unfortunately. As you discovered, using the gnu toolchain works better with code-lldb (see more info here), but it still isn't great. CLion is a little better, but costs money and lacks support in other ways compared to VSCode.
- Debug rust program as root
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Migrating from VSCode to Neovim
- I tried to install codelldb: https://github.com/vadimcn/vscode-lldb without success.
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Does anyone here work in gamedev with Rust as their primary language?
Are you on Windows or Linux? On Windows I've had nothing but trouble getting code-lldb to display debug info for any sort of nontrivial data structure due to this issue, which means I need to switch to x86_64-pc-windows-gnu, but then that breaks other upstream crates that use cc to compile C++ code.
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[blog] Rust should own its debugger experience
I've been using vscode-lldb with VS Code on macos, and I've been very happy with the experience so far.
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i need some recommendations
Check this: https://github.com/vadimcn/vscode-lldb/wiki/Breakpoints-are-not-getting-hit
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using VScode codeLLDB
yeah since they updated the rust compiler for windows to use a different style of debugger symbols and since they changed that in CodeLLDB the variables output have not been the same. Though i believe the owner has been trying to fix it. But any issues you do have report them on the codeLLDB git https://github.com/vadimcn/vscode-lldb
sokol-zig
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Zig cookbook: collection of simple Zig programs that demonstrate good practices
Zig currently doesn't allow chained designators and also doesn't allow to partially initialize arrays and fill up the rest of the array with default values.
E.g. the closest Zig equivalent to this C99 code:
https://github.com/floooh/sokol-samples/blob/b3bc55c4411fa03...
...is this:
https://github.com/floooh/sokol-zig/blob/a4b3c287fadd153a504...
...note how part of the initialization had to be moved out into "code".
There's a ticket about this here, but it's currently not high-priority:
https://github.com/ziglang/zig/issues/6068
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Nim v2.0 Released
I maintain auto-generated bindings for my C libraries for Zig and Nim (and Odin and Rust - although the Rust bindings definitely need some love to make them a lot more idiomatic).
I think looking at the examples (which is essentially the same code in different languages) gives you a high level idea, but they only scratch the surface when it comes to language features (things like the Zig code not using comptime features):
Zig: https://github.com/floooh/sokol-zig/tree/master/src/examples
Nim: https://github.com/floooh/sokol-nim/tree/master/examples
Odin: https://github.com/floooh/sokol-odin/tree/main/examples
Rust: https://github.com/floooh/sokol-rust/tree/main/examples
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Zig Build System
IMHO you really need a programming language to describe a build, even when the result looks very declarative.
E.g. not sure how Meson handles this, but when I have a project with dozens of similar build targets and platform specific compile options, I really want to do the build description in a loop instead of a data tree.
(for example: https://github.com/floooh/sokol-zig/blob/3f978e58712f9eb029b...)
- Zig and WASM
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Mach v0.1 - cross-platform Zig graphics in ~60 seconds
Is this project comparable to the zig sokol project?https://github.com/floooh/sokol-zig
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How does zig magically cross compile without target shared libraries
I was rather amazed that I could cross-compile the zig-sokol examples https://github.com/floooh/sokol-zig for a Windows target on a Linux host (WSL Ubuntu). I simply set -target x86_64-windows and copied the executable into Windows and got a nice spinning cube displayed.
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Mach Engine: The Future of Graphics (With Zig)
(disclaimer: shameless plug) Here's another cross-platform alternative, auto-generated Zig bindings to the Sokol headers:
https://github.com/floooh/sokol-zig
This is quite a bit slimmer than using one of the WebGPU libraries like wgpu-rs or Dawn, because sokol-gfx doesn't need an integrated shader cross-compiler (instead translation from a common shader source to the backend-specific shader formats happens offline).
Eventually I'd also like to support the Android, iOS and WASM backends from Zig (currently this only works from C/C++, for instance here are the WASM demos: https://floooh.github.io/sokol-html5/)
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Making Win32 APIs More Accessible to More Languages
I'm tackling this issue from two sides:
(1) Change the C-API to make it more "binding-generator-friendly", for instance by adding a range/slice-struct to th C-API which bundles a pointer and associated size, or specially named typedefs that only exist to give the binding generator hints for special case handling.
(2) Make the bindings-generator configurable on a per-language and per-API basis, this can be as simple as a map which overrides type- and function-names, or injects manually written code into the generated bindings.
The goal is to make the generated bindings more idiomatic to the target language.
This mostly works if you have control over the underlying C-API of course, e.g. the language bindings are created by the original C-library project, not as an external project to convert a fixed C-API.
I wrote a blog post about this whole topic:
https://floooh.github.io/2020/08/23/sokol-bindgen.html
...and here's an example of one such semi-auto-generated Zig bindings, note the two "injected" helper functions at the top:
https://github.com/floooh/sokol-zig/tree/master/src/sokol
...for instance note the "injected" helper functions here:
https://github.com/floooh/sokol-zig/blob/1c93f60ad178869b84d...
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Game Development
As you can see from the comments there are lots of options. Sokol is another one https://github.com/floooh/sokol-zig
What are some alternatives?
vscode-cpptools - Official repository for the Microsoft C/C++ extension for VS Code.
zig-bgfx-sdl2 - Minimal zig project to get bgfx running with sdl2
nvim-dap - Debug Adapter Protocol client implementation for Neovim
bigger - bigg (bgfx + imgui + glfw + glm) + utils
Clippy - A bunch of lints to catch common mistakes and improve your Rust code. Book: https://doc.rust-lang.org/clippy/
sokol-samples - Sample code for https://github.com/floooh/sokol
just - 🤖 Just a command runner
go - The Go programming language
rst - The open source design documentation tool for everybody [Moved to: https://github.com/vitiral/artifact]
JNA - Java Native Access
cargo-linked - Display linked packages for compiled rust binaries
ffmpeg - FFmpeg Zig package