zig-gamedev
LearnOpenGL
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zig-gamedev | LearnOpenGL | |
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55 | 624 | |
1,965 | 10,213 | |
3.8% | - | |
9.7 | 3.7 | |
2 days ago | 8 days ago | |
C | C++ | |
MIT License | GNU General Public License v3.0 or later |
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.
zig-gamedev
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Zig for gamedev?
Two game frameworks in the making: https://github.com/michal-z/zig-gamedev & https://github.com/hexops/mach
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Projects / areas of specialization for learning zig
I did a hangman game, I'm doing a file compression tool next. I asked bing chat to recommend beginner projects for zig and that's what it told me. It also suggested a cli calculator and a cli text editor, but I didn't want to do that. My next thing will be something using https://github.com/michal-z/zig-gamedev
- zig-gamedev project: Monthly Progress Report - Feb 2023 (zflecs, zsdl, zopengl and more)
- zig-gamedev project: Monthly Progress Report (January 2023)
- zig-gamedev project: zphysics v0.0.4 - Zig API and C API for Jolt Physics
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
This repo may be useful. It isn't an engine or a renderer, but rather a collection of useful libraries if you do end up writing your own tools. https://github.com/michal-z/zig-gamedev
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Is C++ still the language when entering 3D programming in 2023?
Something like vulkano in Rust or zig-gamedev in zig might be a much more enjoyable approach: They're similarly bare metal languages but have a lot of advantages over C++ (borrow checker's safety, simpler syntax). However, they're not commonly used by big studios.
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Gamedev in zig
I've been working on a gamedev project in zig, using zig-gamedev. It has many libraries you can use, though my game is 2D. Feel free to check out my project if you want to see how I set things up. https://github.com/foxnne/aftersun
- zig-gamedev project - progress report
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Goodbye to the C++ Implementation of Zig
Language-level guarantees of memory safety are not critical to all low-level programmers, and sometimes this is fine!
Developers of games, compilers, digital audio workstations, video editors, and live performance software (such as openFrameworks) likely don't rank memory safety as their top concern.
Zig is already an attractive choice for those domains because it offers:
- Great compile times compared to C++/Rust, and future plans to implement hot reloading as a core part of the tooling: https://www.jakubkonka.com/2022/03/16/hcs-zig.html
- The ability to reason about where data exists in memory: https://ziglang.org/documentation/master/#Where-are-the-byte...
- Good readability and learnability, especially if you have a C/C++ background.
- Comptime that enables clean generics, compile-time reflection and general metaprogramming as a happy side-effect: https://kristoff.it/blog/what-is-zig-comptime/
- Better tooling than C/C++. The ability to cross-compile Zig and C/C++ from one machine lets you set up much more stable and reproducible build environments already. You can clone zig-gamedev and have the demos working with just three commands on Windows/macOS/Linux, for example, and two of those three are cloning the repo and changing to the directory: https://github.com/michal-z/zig-gamedev (to build you will need the latest copy of Zig from the 'masters' section for your platform at https://ziglang.org/download/ )
We should all be careful about insinuating that memory unsafe languages should not exist. I see “friends don't let friends use memory-unsafe languages” on social media and feel sick. It's much healthier to embrace the melting pot of Zig, Odin, D, Beef, Vale, Hare, Lobster, Jai, C3, Val, Roc and all the rest and see what new ideas and trade-offs they bring.
Also worth noting that new languages tend to take time to develop their own philosophies to memory safety (Vale's approach is only just now emerging, for example: https://verdagon.dev/blog/making-regions-part-1-human-factor ). Zig's story might not be great now ( https://www.scattered-thoughts.net/writing/how-safe-is-zig/ ), but then it's not Zig's priorty at the moment, and Zig's full story is not yet written.
LearnOpenGL
- Learn OpenGL eBook
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LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
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Making Small Games, Which Is Fun in Itself
I want to begin game development as a hobby, but I'm unsure where to start. I did follow through https://learnopengl.com/ a few years ago, and while it was a very interesting experience, I imagine I would need to use an existing engine to be productive.
Do you recommend any books and tutorials aimed at experienced programmers with 0 knowledge of game development/design?
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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Where do I start to learn C++ for a game development
If u want to make 3D game, you'll probably want to learn some 3D shader graphic stuff. OpenGL is a good start. https://learnopengl.com
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Ask HN: Learn Graphics Programming, Recommendations?
LearnOpenGl.com
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
- I’m Bored AF!
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Looking to get started
and then https://learnopengl.com/
- Ajutor in privinta incercarii a face un joc
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Is a bounding volume a mesh? (for visualization)
I'm reading the guest article about frustum culling on learnopengl.com and there's a video demonstrating how it works and for debug purposes they have a bunch of spheres turning red or green which I assume means they're being culled or not so my question is if I wanted to do this do I have to make a mesh for whatever bounding volume shape or is there a specific method for something like this?
What are some alternatives?
rust - Empowering everyone to build reliable and efficient software.
raylib - A simple and easy-to-use library to enjoy videogames programming
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
alg - Algebra for Zig
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
basis_universal - Basis Universal GPU Texture Codec
sokol - minimal cross-platform standalone C headers
mach - zig game engine & graphics toolkit
bevy - A refreshingly simple data-driven game engine built in Rust
vos - Vinix is an effort to write a modern, fast, and useful operating system in the V programming language
SFML - Simple and Fast Multimedia Library