sokol-samples
sokol-zig
sokol-samples | sokol-zig | |
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8 | 9 | |
550 | 279 | |
- | - | |
9.0 | 9.0 | |
6 days ago | 10 days ago | |
C | C | |
MIT License | - |
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sokol-samples
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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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Building a Web Game in C with Raylib
This is a simple Pong-like I've written in Raylib compiled to WASM - https://wasm-stuff.netlify.app/pong
Source code is here: https://github.com/rrampage/skitter/tree/master/pong-raylib
It is fairly straightforward to get Raylib running in the browser. I used @flohofwoe's HTML shell file ( https://github.com/floooh/sokol-samples/blob/master/webpage/... ).
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Learn WebGPU
PS: also if shader functions could be directly defined "inline" in regular CPU code (and behind a special function pointer type), there would be no need for string literal shenanigans like this:
https://github.com/floooh/sokol-samples/blob/3f10c1a0620cec9...
(and shader compilation would happen during the regular build and would also generate regular compiler errors - with current toolchains that's only possible with a lot of build system magic)
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Next C compiler is a D compiler: Introducing DMD's ImportC
I think something along those lines (rarely used...) was also given by the C++ Committee as justification why so much of the C99 designated init feature set was left out of C++20. But in reality, all C99 designated-init 'sub-features' complement each other nicely once you start using them. It's a great way for building 'data-driven' APIs.
For instance check out this call to create a 3D-API pipeline-state-object in C99:
https://github.com/floooh/sokol-samples/blob/ad9047e228a8441...
- C in Web Dev
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Learning that you can use unions in C for grouping things into namespaces
I'm using anonymous nested structs extensively for grouping struct items, but I consider the extra field name a feature, not something that should be hidden:
https://github.com/floooh/sokol-samples/blob/bfb30ea00b5948f...
(also note the 'inplace initialization' which follows the state struct definition using C99's designated initialization)
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Nuklear: A cross-platform GUI library in C
It's an STB-style single-file library, which means the implementation is in a separate ifdef-block from the interface declarations, this allows to compile the implemenentation in a separate source file (which can be a C file), and be used in different source files (which can be C++ files).
For example (using stb_image.h):
https://github.com/floooh/sokol-samples/blob/master/libs/stb...
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Making Win32 APIs More Accessible to More Languages
C99 has made all that a lot easier, you can setup, initialize a struct and call the function taking a pointer to that struct all in one call:
https://github.com/floooh/sokol-samples/blob/89f5825ab5d3690...
The Win32 window system functions and D3D11 are actually very convenient to work with in C99, better than C++ actually.
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?
NanoGUI - Minimalistic GUI library for OpenGL
zig-bgfx-sdl2 - Minimal zig project to get bgfx running with sdl2
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
bigger - bigg (bgfx + imgui + glfw + glm) + utils
libev - Full-featured high-performance event loop loosely modelled after libevent
go - The Go programming language
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
JNA - Java Native Access
ArrayFire - ArrayFire: a general purpose GPU library.
ffmpeg - FFmpeg Zig package
liwords - A site that allows people to play a crossword board game against each other