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#zig#gamedevelopment#hotreloading

How is Zig working out after 3 years and 100k lines of game code?

Madrigal Games

6K subscribers • 1 video on Hallway

YouTube

Intermediate. Assumes working knowledge.

55K views4 months ago1 recommendation

Game developmentProgramming languagesZigGame programmingPerformance and optimization

Madrigal Games shares their experience writing a 100k-line game codebase in Zig, discussing the language's pros, cons, and tooling.

So, I am making a game using Zig. How is that working out? Wishlist Traction Point on Steam: store.steampowered.com/app/1485840/Traction_Point/ Join the Discord Server: discord.gg/k8CxSpsCnB Live stream channel: youtube.com/@MadrigalGamesLive How I made my Zig gameplay code hot reloadable: madrigalgames.com/blog/how-i-made-my-zig-gameplay-code-hot-r… How I made Traction Point moddable using Zig and WebAssembly: madrigalgames.com/blog/how-i-made-traction-point-moddable-us… Traction Point Modding: github.com/MadrigalGames/TractionPointModding zig-gamedev: github.com/zig-gamedev Intro Zig is still not at 1.0 My weird codebase The everyday coding experience Windows support Debugger support Hot-reloading Memory allocators Comptime is (still) awesome! Error handling in zig Using zig for mods Sandboxing with WASM A little stroll through the std library ZLS Getting help online Misc things Conclusion

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What people say. Recommended as a detailed, real-world retrospective on using Zig for large-scale game development.

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How is Zig working out after 3 years and 100k lines of game code?