pacman.zig
sokol
pacman.zig | sokol | |
---|---|---|
3 | 38 | |
204 | 6,315 | |
- | - | |
7.6 | 9.7 | |
8 days ago | 8 days ago | |
Zig | C | |
MIT License | zlib License |
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.
pacman.zig
-
Zig and WASM
For a somewhat more complete example which runs in browsers, check out my little pacman.zig toy project [0]. This is cheating a bit by using Emscripten toolchain as 'sysroot' (needed for the Emscripten headers), and the Emscripten linker to create the html+js+wasm output file, but the actual code is all compiled with the Zig compiler.
The interesting part is that the platform abstraction is provided by the sokol headers [1], with auto-generated Zig bindings [2]. It's interesting because the C headers use "Emscripten magic" (mainly embedding Javascript snippets in the C sources via the EM_JS() macro), and the Zig compiler is able to compile this (when it has access to the Emscripten headers).
It would be nice if the "Emscripten platform" could get the same type of cross-compilation support as the desktop platforms eventually, but apart from bundling the Emscripten headers, this would also require to implement some of the "Emscripten magic" in the linker step.
Maybe projects like WaJIC can help with this (this basically implements the "Emscripten magic" of embedding Javascript snippets in C/C++ source code, but without Emscripten (only the wasm-opt tool is needed AFAIK).
Anyway... it's a lot of fun to tinker around with this stuff in Zig, and watch how it's all taking shape :)
[0] https://github.com/floooh/pacman.zig
- Cross-platform build with 3rd-party libraries?
-
To Learn a New Language, Read Its Standard Library
My advice would be: to learn a new language, start writing some non-trivial projects in it (a few thousand lines of code or so). In some languages (like Python), the standard library is the actually important feature, in other languages (like C), it better to mostly ignore the stdlib. Example: I started learning Zig by writing a Pacman clone (https://github.com/floooh/pacman.zig) and a home computer emulator (https://github.com/floooh/kc85.zig), the Pacman clone doesn't use any Zig stdlib features at all, and the emulator only minimally for parsing command line args and loading data from files.
Zig's stdlib is much more useful than C's, but it's still entirely possible to write useful programs without it and instead focus on learning Zig's language features first.
But on the other extreme, the whole point why I learned Python was its "batteries included" standard library.
sokol
- STB: Single-file public domain libraries for C/C++
-
Container2wasm: Convert Containers to WASM Blobs
I'm using Dear ImGui for my cross-platform code (which includes running in browsers):
- https://floooh.github.io/visual6502remix/
- https://floooh.github.io/tiny8bit/c64-ui.html
- (start these samples by clicking on the little "UI" icon) https://floooh.github.io/sokol-html5/
Platform abstraction is handled through the sokol headers: https://github.com/floooh/sokol
-
New Vulkan Documentation Website
I wonder if using your library (https://github.com/floooh/sokol) instead of OpenGL will alleviate some of these issues for newcomers! There's already a sokol port of the learnopengl.com code (https://github.com/GeertArien/learnopengl-examples), so it shouldn't be too hard to match between the tutorial articles and these.
-
Meta Releases Intermediate Graphics Library
If you're looking for something like this, Sokol is a much simpler alternative:
https://github.com/floooh/sokol
It doesn't support vulkan though, but if that's important to you you're probably much better off just using vulkan directly since it's supported on all the major platforms.
-
Why glibc 2.34 removed libpthread
All I can do is give you a couple of Github ticket links where users of my libraries stumbled over the issue (and with different symptoms):
- https://github.com/floooh/sokol/issues/376
- https://github.com/floooh/sokol/issues/404
- https://github.com/floooh/cimgui-sokol-starterkit/issues/6
We then added a dummy call to a no-op pthread function, so that users can better figure out that they need to use -pthread because now they get a linker error instead of a runtime crash or hang. This has since reduced the 'support overhead' quite a bit:
- https://github.com/floooh/sokol/pull/456
-
File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
- Minimal cross-platform standalone C headers
-
How can i play .wav file with C ?
I have never personally used it but I'm pretty sure sokol has an audio library that might be what you are after.
-
Website with Godot?
And I asked floooh for similar thoughts on making a website with sokol here: https://github.com/floooh/sokol/issues/825
-
I want to talk about WebGPU
It's not Rust and TS, instead C and JS, but Emscripten has a very nice way of integrating C/C++ and JS (you can just embed snippets of Javascript inside C/C++ source files), e.g. starting at this line, there's a couple of embedded Javascript functions which can be called like C functions directly from the "C side":
https://github.com/floooh/sokol/blob/4535a3b4be59eb912e77e04...
What are some alternatives?
libcxx - Project moved to: https://github.com/llvm/llvm-project
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
SDL.zig - A shallow wrapper around SDL that provides object API and error handling
raylib - A simple and easy-to-use library to enjoy videogames programming
zig-wefx - WEFX is a simple graphics drawing package using Zig, WASM, and an HTML canvas.
tinyrenderer - A brief computer graphics / rendering course
julia - The Julia Programming Language
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
minimal-zig-wasm-canvas - A minimal example showing how HTML5's canvas, wasm memory and zig can interact.
v - Simple, fast, safe, compiled language for developing maintainable software. Compiles itself in <1s with zero library dependencies. Supports automatic C => V translation. https://vlang.io
Dodgeballz - A mini game using Zig, WASM and JS
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.