xash3d-fwgs
sokol-zig
xash3d-fwgs | sokol-zig | |
---|---|---|
35 | 9 | |
1,680 | 432 | |
4.2% | 9.7% | |
9.9 | 9.0 | |
about 21 hours ago | 5 days ago | |
C | C | |
- | 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.
xash3d-fwgs
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Switch 2 will be backwards compatible with Switch, Nintendo confirms
I'm certainly not blaming game makers in general because of the situation of Apple dropping 32bit Intel support, but I think Valve is a different story:
- They've been very diligent in the past about keeping their games up to date.
- Valve owning Steam means their flagship games are a strong signal about macOS support on Steam
- If they really wanted, they could; they certainly have the resources to do so should they want to+; which means, they don't want to, which is a signal in the other direction: they stopped caring about macOS
+ HL1 has a FOSS engine that apparently supports it, and more: https://github.com/FWGS/xash3d-fwgs/blob/master/Documentatio...
- Half-Life è gratis in occasione del suo 25esimo compleanno
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Half-Life 25th Anniversary Update
Why use the leaked code, when there is an open source reimplementation: https://github.com/FWGS/xash3d-fwgs
- Cant seem to run Hlaf life using xash3d-fwgs
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Any epic space games?
Half Life (Xen Part) Dead Space (you can get an apk on google) Dead effect 2 Doom 3, Quake 4
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Looking for a game like this
Dead effect 2 is a fun one Half life has a lot of replayability because of the mods Freedoom also has a lot of replayability because of the mods also
- Today I learned
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Play Counter Strike 1.6, with Full Multiplayer, in The Browser
But seems like there's a problem with Xash3D. Turns out, the project's unlicensed, because they used leaked source code.
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Play Counter Strike 1.6, with full multiplayer, in the browser
For the curious, this is based on the https://github.com/FWGS/xash3d-fwgs engine. Probably this fork: https://github.com/icrazyblaze/Xash3D-Emscripten/
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how do i make standalone games using the xash3d engine?
Get the source code (https://github.com/FWGS/xash3d-fwgs)
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?
xash3d - DEPRECATED in favor of https://github.com/FWGS/xash3d-fwgs. Only bugfixes are accepted.
zig-bgfx-sdl2 - Minimal zig project to get bgfx running with sdl2
halflife - Half-Life 1 engine based games
sokol-samples - Sample code for https://github.com/floooh/sokol
xash-extras - Extras files for Xash3D FWGS engine. Includes textures for WON-style menu, some recommended configs, etc
ffmpeg - FFmpeg Zig package
com.n0n3m4.diii4a - DOOM III/Quake 4/Prey(2006) GLES on Android/Windows/Linux, DOOM 3 BFG/The Dark Mod/RTCW/Quake 1 2 3/GZDOOM/ETW/RealRTCW on Android
JNA - Java Native Access
re3 - GTA III, Vice City [UnavailableForLegalReasons - Repository access blocked]
bigger - bigg (bgfx + imgui + glfw + glm) + utils
hlsdk-portable - Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
zig-gamekit - Companion repo for zig-renderkit for making 2D games