zig-gamedev
stage0
zig-gamedev | stage0 | |
---|---|---|
55 | 22 | |
1,990 | 888 | |
2.1% | - | |
9.7 | 3.9 | |
1 day ago | 3 months ago | |
C | Assembly | |
MIT License | GNU General Public License v3.0 only |
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.
stage0
- Running the "Reflections on Trusting Trust" Compiler
- Stage0: A minimal bootstrapping path to a C compiler capable of compiling GCC
- Goodbye to the C++ Implementation of Zig
- Stage0 – A set of minimal dependency bootstrap binaries
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Nixpacks takes a source directory and produces an OCI compliant image
Somewhat tangential, but I'm curious how big the bootstrap seed for Nix is. That is, if you wanted to build the entire world, what's a minimum set of binaries you'd need?
Guix has put quite a bit of work into this, AFAIU, and it's getting close to being bootstrappable all the way from stage0 [0]. Curious if some group is also working on similar things for Nix.
[0]:https://github.com/oriansj/stage0
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"Do you believe that every upstream project... is examined by an expert who can accurately identify whether said project contains malware...?"
https://www.bootstrappable.org/ has some good info. Reading the source of https://github.com/oriansj/stage0 is also very enlightening. It's set its goal to be understandable by 70% of programmers.
- Stage0 - A set of minimal dependency bootstrap binaries
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Common libraries and data structures for C
Even if they aren't, people absolutely should be able to bootstrap new platforms from scratch. It's important to have confidence in our tools, in our ability to rebuild from scratch, and to be safe against the "trusting trust" attack among other things.
Lately I've been catching up on the state of the art in bootstrapping. Check out the live-bootstrap project. stage0 starts with a seed "compiler" of a couple hundred bytes that basically turns hex codes into bytes while stripping comments. A series of such text files per architecture work their way up to a full macro assembler, which is then used to write a mostly architecture-independent minimal C compiler, which then builds a larger compiler written in this subset of C. This then bootstraps a Scheme in which a full C compiler (mescc) is written, which then builds TinyCC, which then builds GCC 4, which works its way up to modern GCC for C++... It's a fascinating read:
https://github.com/oriansj/stage0
https://github.com/fosslinux/live-bootstrap/blob/master/part...
Even if no one is "using" this it should still be a primary motivator for keeping C simple.
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How To Build an Evil Compiler
One countermeasure not mentioned here is bootstrapping a compiler with a program small enough to be manually verified. The stage0 project is under 1KB (small enough that the binary can be, and has been, manually checked against the hand written assembly), and GNU Guix (a system for reproducible, isolated builds) is currently working on moving it's bootstrap speed to stage0. That means that, fairly soon, there will be a large set of software that doesn't have a connection to an original C compiler.
- A minimal C compiler in x86 assembly
What are some alternatives?
rust - Empowering everyone to build reliable and efficient software.
rizin - UNIX-like reverse engineering framework and command-line toolset.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
arocc - A C compiler written in Zig.
alg - Algebra for Zig
chibicc - A small C compiler
basis_universal - Basis Universal GPU Texture Codec
libcperciva - BSD-licensed C99/POSIX library code shared between tarsnap, scrypt, kivaloo, spiped, and bsdiff.
mach - zig game engine & graphics toolkit
bug - Scala 2 bug reports only. Please, no questions — proper bug reports only.
vos - Vinix is an effort to write a modern, fast, and useful operating system in the V programming language
c4 - C in four functions