Just created a mirror repository at #codeberg: codeberg.org/modevstudio/...
#gamedev #indiedev #odinlang #opensource
Just created a mirror repository at #codeberg: codeberg.org/modevstudio/...
#gamedev #indiedev #odinlang #opensource
I have finished rewriting base prototype of my space game in Odin and karl2d (by @zylinski.se) library. I have not implemented UI for selecting world, but hope to back to this in future. I have also used my moecs library (planning write documentation for it on the days).
sr.ht/~modevstudio...
And I'm thinking and feeling the same again. Build for fun and what you are interested in your spare time. It will be that hidden gold you missed before.
When I first wrote a program, I thought, "This is magic, I've definitely found what I want to do in my life." That was almost 30 years ago. It was a Tomagotchi game on a monochrome screen using the Basic language. Not long ago, I started doing #gamedev as a hobby, learned awesome C, Odin, C3, Rust.
If you want to dive into Odin #programming, this book must be your guide. Well written, you will find explanations that is absent in official overview and more useful advices. Author is experienced Odin programmer, also visit his youtube channel about #gamedev. I support him at github and use karl2d
Devlog: some progress with rewriting my mospace game with Odin #programming language and #karl2d lib by @zylinski.se. Also using #box2d by @erincatto.bsky.social. Assets by @kenney.nl.
#gamedev #indiedev #odinlang
#c3lang release. #programming
c3-lang.org/blog/c3-0-7-...
We need also C, C3, Odin, Hare. Please.
Another example here. No parentheses, no semicolons; automatic variable type inference; array programming... All this makes the code easier on the eyes and the language more defined.
Consider reading article about language syntax from @gingerbill.org (creator of Odin #programming language): www.gingerbill.org/article/2026...
Code in C and Odin programming languages.
I am rewriting a game from #clang to #odinlang.
Which one looks more clear? I think Odin (left) code filled with more scannability and readability.
#gamedev #indiedev
C3 should be in this list.
Dear ImGui 1.92.6 released!
github.com/ocornut/imgu...
~80 fixes/improvements/additions
(incl. new default scalable vector font matching classic font, color markers on multi-components widgets, many fixes for fonts, tables, tree nodes, text input, navigation, viewports, backends...)
Karl2D beta is here. It's a 2D game creation library written in Odin. In this newsletter I talk a bit about how that platform support is set up news.zylinski.se/p/karl2d-bet...
Nice view. Nature save us from burnout sometimes...
I just released version 0.5 of Avian, an ECS-driven physics engine for @bevy.org.
This is the first update under our new release process, where we publish Bevy version updates separately from feature releases.
As always, an announcement post can be found here:
joonaa.dev/blog/11/avia...
Because static lifetime entities lives wile the world exists there are no deleting mechanism for them in its blocks, and components are simply inserted to the next free row or new block will be inserted if current one is full.
For quick lifetime, entities and components are previously stored in the buffers and passed by reference to ECS.
When buffers are full they will be flushed to newly created block on the heap. If entities not outlive the size of quick lifetime block, access to them will be as fast as stack memory.
My attempt at creating an ECS. The main idea is that memory for components is divided into blocks, entities belong to three lifetimes.
sr.ht/~modevstudio...
For DYNAMIC lifetime blocks, components chunks inserted at the end of the block if there are no free rows after previously deleted entities.
Implemented features:
~ Moving forward, backward, left, right, angular.
~ Extreme breaking.
~ Increasing/decreasing max speed.
~ Choose weapon type (one/two bullets).
~ Shots interval (100 ms).
~ Impulses calculates depending on ship mass.
~ Bullet/asteroid collision animation.
#gamedev #raylib
Editor window with entities (spaceships, asteroids) and UI controls.
This is worlds (maps) editor for my space game mospace. It can be used for adding entities, edit their components & tags, and set some general world properties.
sr.ht/~modevstudio...
#gamedev #clang #raylib #raygui #flecs
Spaceship shooting into enemies, cosmos, asteroids.
This is a simple space game.
I am making it in my spare time for fun and learning.
Feel free to use it as template for your own things.
sr.ht/~modevstudio...
#gamedev #clang #raylib #box2d #flecs
A first beta of my 2D game library Karl2D is now available: github.com/karl-zylinsk...
It's raylib-like, written in Odin, has emscripten-free web builds and easy to modify.