Please note that the project requires latest Zig compiler (master/nightly). It can be downloaded here.
Libraries - Sample applications - Vision - Others using zig-gamedev - Monthly reports - Roadmap
We build game development ecosystem for Zig programming language, every day since July 2021. Please consider supporting the project. We create:
- Cross-platform and composable libraries
- Cross-platform sample applications
- DirectX 12 sample applications
- Mini-games (in planning)
To get started on Windows/Linux/macOS try out physically based rendering (wgpu) sample:
git clone https://github.com/michal-z/zig-gamedev.git
cd zig-gamedev
zig build physically_based_rendering_wgpu-run
To use zig-gamedev in your project copy or download zig-gamedev as a submodule, for example:
git submodule add https://github.com/michal-z/zig-gamedev.git libs/zig-gamedev
Currently, we have minimal low-level API which allows you to build the lib once (package()
) and link it with many executables (link()
).
Include necessary libraries in build.zig
like:
// Fetch the library
const zwin32 = @import("src/deps/zig-gamedev/libs/zwin32/build.zig");
// Build it
const zwin32_pkg = zwin32.package(b, target, optimize, .{});
// Link with your app
zwin32_pkg.link(exe, .{ .d3d12 = true });
Example build script:
const std = @import("std");
const zwin32 = @import("libs/zig-gamedev/libs/zwin32/build.zig");
const common = @import("libs/zig-gamedev/libs/common/build.zig");
const zd3d12 = @import("libs/zig-gamedev/libs/zd3d12/build.zig");
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const exe = b.addExecutable(.{
.name = "example",
.root_source_file = .{ .path = "src/main.zig" },
.target = target,
.optimize = optimize,
});
b.installArtifact(exe);
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const zwin32_pkg = zwin32.package(b, target, optimize, .{});
const zd3d12_pkg = zd3d12.package(b, target, optimize, .{
.options = .{
.enable_debug_layer = false,
.enable_gbv = false,
.enable_d2d = true,
},
.deps = .{ .zwin32 = zwin32_pkg.zwin32 },
});
const common_d2d_pkg = common.package(b, target, optimize, .{
.deps = .{ .zwin32 = zwin32_pkg.zwin32, .zd3d12 = zd3d12_pkg.zd3d12 },
});
zwin32_pkg.link(exe, .{ .d3d12 = true });
zd3d12_pkg.link(exe);
common_d2d_pkg.link(exe);
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
}
Library | Latest version | Description |
---|---|---|
zphysics | 0.0.6 | Zig API and C API for Jolt Physics |
zflecs | 0.0.1 | Zig bindings for flecs ECS |
zopengl | 0.1.1 | OpenGL loader (supports 3.3 Core Profile and ES 2.0 Profile) |
zsdl | 0.0.1 | Bindings for SDL2 (wip) |
zgpu | 0.9.1 | Small helper library built on top of native wgpu implementation (Dawn) |
zgui | 1.89.6 | Easy to use dear imgui bindings (includes ImPlot) |
zaudio | 0.9.3 | Fully-featured audio library built on top of miniaudio |
zmath | 0.9.6 | SIMD math library for game developers |
zstbi | 0.9.3 | Image reading, writing and resizing with stb libraries |
zmesh | 0.9.0 | Loading, generating, processing and optimizing triangle meshes |
ztracy | 0.9.0 | Support for CPU profiling with Tracy |
zpool | 0.9.0 | Generic pool & handle implementation |
zglfw | 0.6.0 | Minimalistic GLFW bindings with no translate-c dependency |
znoise | 0.1.0 | Zig bindings for FastNoiseLite |
zjobs | 0.1.0 | Generic job queue implementation |
zbullet | 0.2.0 | Zig bindings and C API for Bullet physics library |
zwin32 | 0.9.0 | Zig bindings for Win32 API (d3d12, d3d11, xaudio2, directml, wasapi and more) |
zd3d12 | 0.9.0 | Helper library for DirectX 12 |
zxaudio2 | 0.9.0 | Helper library for XAudio2 |
zpix | 0.9.0 | Support for GPU profiling with PIX for Windows |
- Very modular "toolbox of libraries", user can use only the components she needs
- Works on Windows, macOS and Linux
- Has zero dependency except Zig compiler (master) and
git
with Git LFS - no Visual Studio, Build Tools, Windows SDK, gcc, dev packages, system headers/libs, cmake, ninja, etc. is needed - Building is as easy as running
zig build
(see: Building) - Libraries are written from scratch in Zig or provide Ziggified bindings for carefully selected C/C++ libraries
- Uses native wgpu implementation (Dawn) or OpenGL for cross-platform graphics and DirectX 12 for low-level graphics on Windows
Some of the sample applications are listed below. More can be found in samples directory.
-
physically based rendering (wgpu): This sample implements physically-based rendering (PBR) and image-based lighting (IBL) to achive realistic looking rendering results.
zig build physically_based_rendering_wgpu-run
-
audio experiments (wgpu): This sample lets the user experiment with audio and observe data that feeds the hardware.
zig build audio_experiments_wgpu-run
-
bullet physics test (wgpu): This sample application demonstrates how to use full 3D physics engine in your Zig programs.
zig build bullet_physics_test_wgpu-run
-
procedural mesh (wgpu): This sample shows how to efficiently draw several procedurally generated meshes.
zig build procedural_mesh_wgpu-run
-
gui test (wgpu): This sample shows how to use our zgui library.
zig build gui_test_wgpu-run
Some of the sample applications are listed below. More can be found in samples directory. They can be built and run on Windows and Linux (Wine + VKD3D-Proton 2.8+):
-
bindless: This sample implements physically based shading and image based lighting to achieve realistic looking rendering results. It uses bindless textures and HLSL 6.6 dynamic resources.
zig build bindless-run
-
rasterization: This sample application shows how GPU rasterizes triangles in slow motion.
zig build rasterization-run
-
simple raytracer: This sample implements basic hybrid renderer. It uses rasterization to resolve primary rays and raytracing (DXR) for shadow rays.
zig build simple_raytracer-run
-
mesh shader test: This sample shows how to use DirectX 12 Mesh Shader.
zig build mesh_shader_test-run
- Aftersun - Top-down 2D RPG
- Pixi - Pixel art editor made with Zig
- Simulations - GPU Accelerated agent-based modeling to visualize and simulate complex systems
- elvengroin legacy - TBD
- jok - A minimal 2D/3D game framework for Zig
To build all sample applications (assuming zig
is in the PATH and Git LFS is installed):
git clone https://github.com/michal-z/zig-gamedev.git
cd zig-gamedev
zig build
Build artifacts will show up in zig-out/bin
folder.
zig build <sample_name>
will build sample application named <sample_name>
.
zig build <sample_name>-run
will build and run sample application named <sample_name>
.
To list all available sample names run zig build --help
and navigate to Steps
section.
Options for optimizations:
-Doptimize=[Debug|ReleaseFast|ReleaseSafe|ReleaseSmall]
- enable optimizations
Options for Windows applications:
-Dzd3d12-enable-debug-layer=[bool]
- Direct3D 12, Direct2D, DXGI debug layers enabled-Dzd3d12-enable-gbv=[bool]
- Direct3D 12 GPU-Based Validation (GBV) enabled-Dzpix-enable=[bool]
- PIX markers and events enabled
Thanks to all people who sponsor zig-gamedev project! In particular, these fine folks sponsor zig-gamedev for $25/month or more:
- Derek Collison (derekcollison)
- Garett Bass (garettbass)
- Connor Rowland (ckrowland)
- Zig Software Foundation (ziglang)
- Joran Dirk Greef (jorangreef)