zig
Godot
zig | Godot | |
---|---|---|
869 | 2,774 | |
38,110 | 95,350 | |
3.1% | 2.0% | |
10.0 | 10.0 | |
5 days ago | 4 days ago | |
Zig | C++ | |
MIT License | MIT 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.
zig
- Zig: A good memory allocator in 200 lines of code
- A good memory allocator in 200 lines of code
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Zig-0.14.0 Landed
One thing I'm super excited about here is that Zig can now cross-compile CGO to macOS [0], granted you link the appropriate macOS frameworks and SDK [1].
[0]: https://github.com/ziglang/zig/issues/20689, https://github.com/ziglang/zig/issues/21721
[1]: https://github.com/tpoechtrager/osxcross
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Hallucinations in code are the least dangerous form of LLM mistakes
> Chose boring technology. I genuinely find myself picking libraries that have been around for a while partly because that way it’s much more likely that LLMs will be able to use them.
This is an appeal against innovation.
> I’ll finish this rant with a related observation: I keep seeing people say “if I have to review every line of code an LLM writes, it would have been faster to write it myself!”
> Those people are loudly declaring that they have under-invested in the crucial skills of reading, understanding and reviewing code written by other people. I suggest getting some more practice in. Reviewing code written for you by LLMs is a great way to do that.
As someone who has spent [an incredible amount of time reviewing other people's code](https://github.com/ziglang/zig/pulls?q=is%3Apr+is%3Aclosed), my perspective is that reviewing code is fundamentally slower than writing it oneself. The purpose of reviewing code is mentorship, investing in the community, and building trust, so that those reviewees can become autonomous and eventually help out with reviewing.
You get none of that from reviewing code generated by an LLM.
- F8 – an 8 bit architecture designed for C and memory efficiency [video]
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Rust Kernel Policy
But the situation for Rust-C++ interop is also worse than for Rust-C interop. Why else would Google spend maybe $1 million on improving it in 2024? https://www.theregister.com/2024/02/05/google_rust_donation/ Many years after Rust got support in Mozilla for usage with Firefox written in C++.
>My sibling is also correct, language decisions were made in order to keep FFI zero overhead.
Yet overhead is only one piece of the puzzle for FFI and interop with C, or for that matter, C++.
How does Rust compare with a language with less advanced and more simple semantics and requirements of invariants, like Zig?
https://ziglang.org/
>Incrementally improve your C/C++/Zig codebase.
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A tale of several distros joining forces for a common goal: reproducible builds
Regarding the reproducible bootstrapping problem, what is your project's policy on building from binary sources? For instance, Zig is written in zig and bootstraps from a binary wasm file which is translated to C: https://github.com/ziglang/zig/tree/master/stage1
Golang has an even more complicated bootstrapping procedure requiring to build each successive version of the compiler to get to the most recent version.
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Zig Guide
I love Zig and I love that it’s getting attention, but can someone convince me of its memory safety? One thing that surprised me is that returning pointers to stack-allocated memory doesn’t cause a compiler error — it just segfaults at runtime. This has been an open issue since 2019 [#2646](https://github.com/ziglang/zig/issues/2646).
That, along with the number of memory-related issues in one of Zig’s most popular project, Bun.js [search: segfault](https://github.com/oven-sh/bun/issues?q=is%3Aissue+segfault), gives me pause.
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Zig; what I think after months of using it
The duck typing argument is absolutely not based on minimal or missing documentation. There wouldn't be countless issues about it in the Zig repository if it were that simple. See https://github.com/ziglang/zig/issues/17198
I'm simply going to quote one of the comments from the linked GitHub issue:
> generic code is hard. Hard to implement correctly, hard to test, hard to use, hard to reason about. But, for better or worse, Zig has generics. That is something that cannot be ignored. The presence of generic capabilities means that generic code will be written; most of the std relies on generic code.
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In Zig, What's a Writer?
`appendSliceOptimized` is implemented using knowledge of the underlying writer, the way that say an interface implementation in Go would be able to. It's a big part of the reason that reading a file in Zig line-by-line can be so much slower than in other languages (2)
(1) https://gist.github.com/karlseguin/1d189f683797b0ee00cdb8186...
(2) https://github.com/ziglang/zig/issues/17985
Godot
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A 10x Faster TypeScript
I personally find Go miles easier than Rust.
Is this the ultimate reason,Go is fast enough without being overally difficult. I'm humbly open to being wrong.
While I'm here, any reason Microsoft isn't sponsoring a solid open source game engine.
Even a bit of support for Godot's C#( help them get it working on web), would be great.
Even better would be a full C# engine with support for web assembly.
https://github.com/godotengine/godot/issues/70796
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Leveraging Open Source: The Sandbox's Game-Changing Integration
Historically, open-source software has played a critical role in democratizing the development process. Platforms like Blender for 3D modeling and Godot Engine for game creation have revolutionized the creative process, offering free and powerful alternatives to proprietary solutions. By integrating these tools, The Sandbox leverages the robustness of community-driven technology and innovative coding practices that have been refined over years of collaborative use. The decision to delve into open source is not merely about cost savings or accessibility—it signals a paradigm shift. By embracing transparency and community input, The Sandbox is setting the stage for new forms of digital ownership and interaction. These practices lead to more secure, adaptable, and innovative gaming experiences that challenge the norms of traditional game development.
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Godot 4.4
Great updates! Specifically .NET 8 as well as Typed Dictionaries with GDScript.
Really hoping we see web export for C# soon. https://github.com/godotengine/godot/issues/70796
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EdgeDB is now Gel and Postgres is the Future
> Godot is a game engine. https://godotengine.org
Yeah, I knew that, and precisely because of that I assumed it's a typo :)
We have a native Python client. We can take a look if it works from Godot. Do you know if this is a popular use case?
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auto y2025 = new Year(); // Resolutions
finish the Godot4 course and try release a game after that.
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Say Goodbye to Outdated Footer Years, Forever
https://github.com/godotengine/godot/blob/master/LICENSE.txt
> Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
Godot Engine did `2014-present` and stopped updating the license years.
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Court is in session: Top 10 most notorious C and C++ errors in 2024
Most likely, the backdoor was added accidentally by copying the name from some website. We can simply delete this character from the string literal.
- Jolt Physics added as an alternative 3D physics engine to Godot
- How to Decide Which Engine is Right for You
- You're Breathtaking [Godot #100000]
What are some alternatives?
Odin - Odin Programming Language
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
ssr-proxy-js - A Server-Side Rendering Proxy focused on customization and flexibility!
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
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
bevy - A refreshingly simple data-driven game engine built in Rust