After about a year and a half of work, Mach v0.2 has just been released. Mach aims to be a Zig game engine & graphics toolkit for building high-performance, truly cross-platform, robust & modular games, visualizations, and desktop/mobile GUI apps.
For Mach engine, we're maintaining an ecosystem of C libraries packaged up with the new experimental Zig package manager. Whether you use Zig the language, or just its build system to build C/C++ applications, you may find this overview of our ecosystem informative.
A 700+ commit complete rewrite of mach/gpu (the WebGPU interface for Zig) has been completed, enabling seamless use of Dawn (Google Chrome's WebGPU implementation) for native Zig applications.
In this series we build Mach Engine's Entity Component System from first principles in the Zig programming language. In part one we looked at how ECS relates to data oriented design, in part two we look at database design and how it relates to ECS as we begin writing our implementation.
Five months ago we announced some of our vision for Mach & the future of graphics with Zig. Today we've reached Mach v0.1 with over 1,100 commits.