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#odinlang — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #odinlang, aggregated by home.social.

  1. New language! You can now write Firefly Zero games in Odin, a Go-like language with manual memory management. Give it a try with the latest firefly-cli:

    ff new --lang=odin hello

    docs.fireflyzero.com/dev/getti

    In reference to @0xabad1dea, --lang=abadidea also works 🙃

  2. New language! You can now write Firefly Zero games in Odin, a Go-like language with manual memory management. Give it a try with the latest firefly-cli:

    ff new --lang=odin hello

    docs.fireflyzero.com/dev/getti

    In reference to @0xabad1dea, --lang=abadidea also works 🙃

    #odin #OdinLang

  3. New language! You can now write Firefly Zero games in Odin, a Go-like language with manual memory management. Give it a try with the latest firefly-cli:

    ff new --lang=odin hello

    docs.fireflyzero.com/dev/getti

    In reference to @0xabad1dea, --lang=abadidea also works 🙃

    #odin #OdinLang

  4. New language! You can now write Firefly Zero games in Odin, a Go-like language with manual memory management. Give it a try with the latest firefly-cli:

    ff new --lang=odin hello

    docs.fireflyzero.com/dev/getti

    In reference to @0xabad1dea, --lang=abadidea also works 🙃

    #odin #OdinLang

  5. New language! You can now write Firefly Zero games in Odin, a Go-like language with manual memory management. Give it a try with the latest firefly-cli:

    ff new --lang=odin hello

    docs.fireflyzero.com/dev/getti

    In reference to @0xabad1dea, --lang=abadidea also works 🙃

    #odin #OdinLang

  6. I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

    https://github.com/helioscout/moecs

    If you want the highest performance, it’s best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). I’d be interested in seeing your results.

    My tests show this:

    With 7 components, 3 systems, 1 million entities, 6 archetypes, world progress 100 times takes 56 milliseconds (at each iteration: 1 system adding component to 100 entities and despawning one entity and 2 others getting 6 components for each entity).

    #gamedev #ecs #odinlang

  7. I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

    https://github.com/helioscout/moecs

    If you want the highest performance, it’s best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). I’d be interested in seeing your results.

    My tests show this:

    With 7 components, 3 systems, 1 million entities, 6 archetypes, world progress 100 times takes 56 milliseconds (at each iteration: 1 system adding component to 100 entities and despawning one entity and 2 others getting 6 components for each entity).

    #gamedev #ecs #odinlang

  8. I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

    https://github.com/helioscout/moecs

    If you want the highest performance, it’s best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). I’d be interested in seeing your results.

    My tests show this:

    With 7 components, 3 systems, 1 million entities, 6 archetypes, world progress 100 times takes 56 milliseconds (at each iteration: 1 system adding component to 100 entities and despawning one entity and 2 others getting 6 components for each entity).

    #gamedev #ecs #odinlang

  9. I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

    https://github.com/helioscout/moecs

    If you want the highest performance, it’s best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). I’d be interested in seeing your results.

    My tests show this:

    With 7 components, 3 systems, 1 million entities, 6 archetypes, world progress 100 times takes 56 milliseconds (at each iteration: 1 system adding component to 100 entities and despawning one entity and 2 others getting 6 components for each entity).

    #gamedev #ecs #odinlang

  10. Going to have to have a proper play with Odin. Read the language overview. So, much, bigger. Comfy. But bigger.

    I really like the pared down minimalism of Zig, it speaks to me. But Zig's going to break my heart when I have to rewrite stuff every few months. Went through that with Swift. Never again.

    #odinlang #ziglang I guess

  11. @grainsnatcher I'm currently using #odinlang for a project. Maybe that's interesting for you as well. It feels like a super "friendly" version of C.

  12. @grainsnatcher I'm currently using #odinlang for a project. Maybe that's interesting for you as well. It feels like a super "friendly" version of C.

  13. @grainsnatcher I'm currently using #odinlang for a project. Maybe that's interesting for you as well. It feels like a super "friendly" version of C.

  14. @grainsnatcher I'm currently using #odinlang for a project. Maybe that's interesting for you as well. It feels like a super "friendly" version of C.

  15. I started rewriting the PoC plaintext.casa parser from #typescript to #odinlang. Such a nice language to work with!

  16. I started rewriting the PoC plaintext.casa parser from #typescript to #odinlang. Such a nice language to work with!

  17. I started rewriting the PoC plaintext.casa parser from #typescript to #odinlang. Such a nice language to work with!

  18. I started rewriting the PoC plaintext.casa parser from #typescript to #odinlang. Such a nice language to work with!

  19. I started rewriting the PoC plaintext.casa parser from #typescript to #odinlang. Such a nice language to work with!

  20. I'm down to the final chapter of translating the code examples over at learnopengl that are in C++ to Odin. The final chapter is about making games. What a journey. What stress 😭
    github.com/kidando/learnopengl
    #learnopengl #odin #odinlang #graphicsprogramming

  21. I'm down to the final chapter of translating the code examples over at learnopengl that are in C++ to Odin. The final chapter is about making games. What a journey. What stress 😭
    github.com/kidando/learnopengl
    #learnopengl #odin #odinlang #graphicsprogramming

  22. Been a minute but i just added chapter 5 to list of completed chapters for learnopengl lesson source codes to odin
    #odinlang #learnopengl #graphicsprogramming
    github.com/kidando/learnopengl

  23. Been a minute but i just added chapter 5 to list of completed chapters for learnopengl lesson source codes to odin
    #odinlang #learnopengl #graphicsprogramming
    github.com/kidando/learnopengl

  24. I added the language server 'ols' to wip.

  25. I just updated #odinlang in #pkgsrc wip. Im looking for people that would like to test on #NetBSD

  26. I just updated in wip. Im looking for people that would like to test on

  27. I just updated #odinlang in #pkgsrc wip. Im looking for people that would like to test on #NetBSD

  28. I just updated #odinlang in #pkgsrc wip. Im looking for people that would like to test on #NetBSD

  29. I just updated #odinlang in #pkgsrc wip. Im looking for people that would like to test on #NetBSD

  30. I swear graphics programming is making me lose hair... fast! But progress is progress #opengl #graphicsprogramming #odin #odinlang

  31. I swear graphics programming is making me lose hair... fast! But progress is progress #opengl #graphicsprogramming #odin #odinlang

  32. If you are interested in learning #graphicsprogramming using #odinLang, I created a repo for the example source code over at learnopengl website but written in odin. I have completed chapter 1 - getting started
    github.com/kidando/learnopengl

  33. If you are interested in learning #graphicsprogramming using #odinLang, I created a repo for the example source code over at learnopengl website but written in odin. I have completed chapter 1 - getting started
    github.com/kidando/learnopengl

  34. 😱 why didn't anyone tell me about #odinlang ? It looks like #ziglang and #golang had a beautiful baby!

  35. 😱 why didn't anyone tell me about #odinlang ? It looks like #ziglang and #golang had a beautiful baby!

  36. 😱 why didn't anyone tell me about #odinlang ? It looks like #ziglang and #golang had a beautiful baby!