Let's build an Entity Component System (part 2): databases
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.
Mach v0.1 - cross-platform Zig graphics in ~60 seconds
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.
Zig hashmaps explained
If you just got started with Zig, you might quickly want to use a hashmap. Zig provides good defaults, with a lot of customization options.
Let's build an Entity Component System from scratch (part 1)
In this multi-part series we'll build the Entity Component System used in Mach engine in the Zig programming language from first principles (asking what an ECS is and walking through what problems it solves) all the way to writing an implementation in a low-level programming language. The only thing you need to follow along is some programming experience and a desire to learn.
Perfecting GLFW for Zig, and finding lurking undefined behavior that went unnoticed for 6+ years
Today, I am announcing mach/glfw: Ziggified GLFW bindings with 100% API coverage, zero-fuss installation, cross compilation, and more.