From zylinski.se
April: Arenas, no-engine gamedev and some reflections
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Memory arenas. Updates on my open-source projects. No-engine gamedev. Some personal reflections on Sokol and Raylib.
on May 1
From zylinski.se
No-engine gamedev using Odin + Raylib
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Games can be made in many different ways. Many games are made using big, general purpose game engines such as Unity and Godot. I enjoy using the Odin Programming Language combined with Raylib. Odin is a C-like programming language and Raylib is library for drawing graphics, checking input and...
on Apr 28
From zylinski.se
Handle-based maps: Three implementations
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In my post “Handles are the better pointers”: An Odin gamedev follow-up I talked about how one can implement a handle-based map in Odin. In this post I want to follow that up by talking about three specific variants of a handle-based map, and highlight what sets them apart. The three variants...
on Apr 11
From zylinski.se
Arenas in Odin: Dynamic Array Trouble
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When programming in Odin you can use arena allocators. If you use an arena allocator combined with a dynamic array, then there are a couple of pitfalls that may not be apparent at first. Let’s look at what arenas are, how you can run into trouble when naively using them with dynamic arrays and...
on Apr 7
From zylinski.se
Generate Odin bindings for C libraries
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I’ve written a binding generator for Odin. You can check it out here: https://github.com/karl-zylinski/odin-c-bindgen In this blog post we’ll look at what it is and how to use it. What is it? This binding generator takes header files from C libraries and outputs Odin code. This Odin code can...
on Apr 2
From zylinski.se
"Handles are the better pointers": An Odin gamedev follow-up
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Background Andre Weissflog wrote an article in 2018 called “Handles are the better pointers”. In it he talks about how one can use handles instead of pointers when one wants to store permanent references to elements in an array. I think there are many nuances regarding handles that only become...
on Mar 25
From zylinski.se
Odin + Sokol + Hot Reload template
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Make games using Odin + Sokol using Hot Reload and deploy them on the web
on Mar 11
From zylinski.se
Writing 'Understanding the Odin Programming Language'
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In this post I’ll share some details on how I wrote the first book about the Odin Programming Language. I’ll talk about how I got started, what the process was like, as well as some technical things related to writing programming books. This book is called “Understanding the Odin Programming”...
on Jan 21
From zylinski.se
Hot Reload Gameplay Code: What, why, limitations and examples!
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This post is about what hot reload for gameplay code is, why you would use it and what the limitations are. I’ll also present an example implementation in Odin Programming Language. The final section is on some caveats, improvements and how to use hot reload in Odin together with Raylib. The...
on Dec 18
From zylinski.se
Data-oriented ideas for small gamedev teams
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If you are a game developer then you might have heard about data-oriented design. You might have read that programming in a data-oriented way can make your game run faster. However, if you come from some object oriented approach then the ideas you’ve seen can feel a bit overwhelming. It may seem...
on Aug 15
From zylinski.se
Introduction to the Odin Programming Language
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Preface This article is an introduction to the Odin Programming Language. It is aimed at people who know a bit of programming, but have never touched Odin. It is not a reference guide, rather I try to keep things informal and talk about what I think are important aspects of the language. There...
on Jun 24
From zylinski.se
Solodevs and the trap of the game engine
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Since I was 19 I’ve wanted to make my own video games, as in creating everything in the game myself, often referred to as being a solo developer, or solodev. But I was bad at committing to anything and I always thought that I lacked some specific skill such as music making, game design skills...
on May 23
From zylinski.se
Make games using Odin and Raylib #3: An animated player
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Today we will make our game look less dull by adding a run animation to the player character. We will download an image containing an animation, draw it in game and then make the animation play properly. A theme throughout today’s post is that we will try the different procs for drawing graphics...
on Mar 1, 2024