zig game engine & graphics toolkit (by hexops)

Mach Alternatives

Similar projects and alternatives to mach

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better mach alternative or higher similarity.

mach reviews and mentions

Posts with mentions or reviews of mach. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-11-11.
  • Not only Unity...
    53 projects | /r/opensourcegames | 11 Nov 2023
  • New Béziers from Math
    5 projects | | 10 Sep 2023
    Cool to see others working on this problem. I hope more people do.

    Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.

    There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.

    Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.

    The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)

    That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.

    The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.

    In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.




  • 0.11.0 Release Notes
    12 projects | | 3 Aug 2023
    A game engine is being written in zig, there's also as zig is well suited to embedded development.
  • Significant examples of Zig software (June 2023)?
    7 projects | /r/Zig | 6 Jun 2023 (shameless plug)
  • Learn WebGPU
    9 projects | | 27 Apr 2023
    Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.

    WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.



  • Zig for gamedev?
    7 projects | /r/Zig | 15 Apr 2023
    Two game frameworks in the making: &
    7 projects | /r/Zig | 15 Apr 2023
    We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
  • Mach (Zig) Adventures - Part 1
    2 projects | /r/Zig | 12 Apr 2023
    git clone --recursive cd mach-examples/ zig build run-sprite2d
  • Chrome Ships WebGPU
    17 projects | | 6 Apr 2023
    This is very welcome and a long time coming!

    If you're eager to learn WebGPU, consider checking out Mach[0] which lets you develop with it natively using Zig today very easily. We aim to be a competitor-in-spirit to Unity/Unreal/Godot, but extremely modular. As part of that we have Mach core which just provides Window+Input+WebGPU and some ~19 standalone WebGPU examples[1].

    Currently we only support native desktop platforms; but we're working towards browser support. WebGPU is very nice because it lets us target desktop+wasm+mobile for truly-cross-platform games & native applications.



  • Purego – A library for calling C functions from Go without Cgo
    6 projects | | 12 Feb 2023
    Very cool! I will definitely give this a try, I've been looking to build Go bindings to Mach[0] soon.

    How does this work around the stack size problem? IIRC the reason CGO overhead exists is at least partly because goroutines only have an ~8k stack to start with, and the C code doesn't know how to expand it-so CGO calls "must" first have the goroutine switched to an OS thread which has an ~8MB stack.

    One reason I think Go <-> Zig could be a fantastic pairing is that Zig plans to add a builtin which tells you the maximum stack size of a given function[1], so you could grow the goroutine stack to that size and then call Zig (or, since Zig an compile C code, you could also call C with a tiny shim to report the stack required?) and then eliminate the goroutine -> OS thread switching overhead.



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