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zigdown's Introduction

zigdown engine

A little OpenGL engine written in zig, inspired by my C++ engine used for Shakedown Rally.

WIP: This engine is heavily under on-and-off development and not really usable at this moment.

Note that I left this project while I was in the middle of implementing glTF texture loading, hence why main.zig is full of unsuccessful glTF experiments. You're on your own fiddling with it.

Features progress:

  • Window handling
  • Input
  • Perspective projection camera
  • Meshes
  • Shaders
    • Compiling
    • Setting uniforms
  • Materials
    • Properties
  • Transforms
  • Textures
  • Scene
  • (Game)Objects
  • glTF loading - partial
  • Primitives (submeshes)
  • Removing Objects persistence
  • Dear ImGui integration
  • Physics
  • Audio
  • Arbitrary vertex layout meshes
  • Skinned meshes
  • Animations

Goals

The goal of this engine is to provide a very easy to use wrapper for window, 3D rendering, model loading, scene and object creation, UI and physics, with good defaults.

For example, this will init the engine, create a fullscreen window and run the update loop for you:

pub fn main() !void {
    var engine = try Engine.init(.{});
    defer engine.deinit();

    if (engine.isRunning()) {
        // do your stuff here
    }
}

Using:

Made entirely on stream which you can catch on twitch.tv/nothke.

How to build:

Confirmed to build with Zig 0.13.0.

Simply run zig build run!

zigdown's People

Contributors

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Stargazers

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Watchers

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zigdown's Issues

code completions should work soon

I noticed on stream that completions were missing here and in similar cases when you were slicing/indexing a multi pointer.

for (data.meshes.?[0..data.meshes_count]) |mesh| {

That should be fixed once this issue i created and made a PR for is closed: zigtools/zls#1484

Sorry for abusing your issue tracker like this. Just thought you'd be happy to have better completions soon.

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