This is a story nightmare about the messy state of Microsoft’s DirectX shader compiler, and trying to wrangle it into a nicer experience for game developers. In some respects, we now build the DXC compiler better than how Microsoft does. Setting the stage For Mach engine we’ve been building an experimental graphics API called sysgpu using Zig, aiming to be a successor and descendant of WebGPU for native graphics. It will support Metal, Vulkan, Direct3D, and OpenGL backends.
Mach is a Zig game engine & graphics toolkit for building high-performance & modular games, visualizations, and desktop/mobile apps. Learn more We are working towards Mach 1, and have just released v0.3 which includes 6 months of work - here are the highlights! Coming soon: intro to 2D gamedev workshop The first-ever intro to 2D gamedev workshop using Mach will be hosted at the Software You Can Love conference in Milan, Italy, May 14-17.
Today we’re announcing Mach nominated Zig versions, a sweet-spot between stable Zig and nightly Zig which offers a different balance of latest-and-greatest features and fixes, and less of a moving target. If you are in the Zig community, you likely fall into one of two categories: You target Zig nightly, a target which moves every day You target Zig stable, which may be released once or twice per year. The challenge of using Zig stable In recent years, Zig stable has about 2 releases per year.