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Stephen Gutekanst 0645429df9 all: move standalone libraries to libs/ subdirectory
The root dir of our repository has grown quite a lot the past few months.

I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.

As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.

We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.

Performed via:

```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```

git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>

git mv ecs libs/

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-08-26 15:12:04 -07:00
.github all: update to Zig 0.10.0-dev.3551+92568a009 2022-08-12 14:45:21 -07:00
dev dev: update scripts to push subrepos 2022-08-26 15:12:04 -07:00
doc doc: add known issues 2022-03-27 12:03:13 -07:00
examples all: clarify self-hosted compiler TODOs 2022-08-20 23:37:48 -07:00
libmach libmach: fix small issues and naming conventions 2022-07-20 18:59:29 -07:00
libs all: move standalone libraries to libs/ subdirectory 2022-08-26 15:12:04 -07:00
shaderexp shaderexp: use one triangle for fullscreen 2022-08-22 19:52:05 -07:00
src mach: add objc_message.zig dependency 2022-08-20 12:03:17 -07:00
tools tools: add html-generator tools to automatically generate 2022-05-27 21:08:10 -07:00
www mach: Rename `js-runtime subproject to sysjs` 2022-07-13 01:30:10 -07:00
.gitattributes all: ensure .git* files are standard across subprojects 2022-08-23 08:36:51 -07:00
.gitignore all: ensure .git* files are standard across subprojects 2022-08-23 08:36:51 -07:00
.gitmodules all: move standalone libraries to libs/ subdirectory 2022-08-26 15:12:04 -07:00
build.zig basisu: add bindings for basis-universal (supercompressed textures) (#477) 2022-08-25 03:56:06 -07:00
LICENSE LICENSE: note directories with a separate LICENSE file 2021-07-05 12:46:20 -07:00
LICENSE-APACHE initialize repository 2021-07-04 10:36:34 -07:00
LICENSE-MIT initialize repository 2021-07-04 10:36:34 -07:00
README.md README: document supported Zig version caveats more clearly 2022-08-24 11:16:26 -07:00

Mach is still early stages - see what we have today and stay tuned

Mach: game engine & graphics toolkit for the future

Written in Zig, Mach is for creating games, graphical applications, and desktop/mobile apps:

  • Data-driven, tooling oriented
  • Composable
  • Competitive with Unity and Unreal in spirit (a fully fledged editor in the future, etc.)

example-advanced-gen-texture-light example-boids example-textured-cube

Example showcase

Cross-platform graphics in ~60 seconds

git clone https://github.com/hexops/mach
cd mach/
zig build run-example-boids

Cross-platform graphics, a unified shader language & compute shaders.

(Requires zig 0.10.x | known issues)

Libraries

Mach has many libraries you can use for game development in Zig - you don't have to use the entire engine. All our libraries aim to have the same zero-fuss installation, cross compilation, and platform support:

  • mach-glfw: Ziggified GLFW bindings with 100% API coverage
  • mach-freetype: Ziggified Freetype 2 & HarfBuzz bindings
  • mach-gpu-dawn: Google's Dawn WebGPU implementation, cross-compiled with Zig into a single static library
  • mach-system-sdk: More libraries for cross-compilation with Zig

Join the community

Contributors are very welcome! There are lots of places you can help out with little knowledge, so feel free to join the Matrix chat and say hi!

Sponsor development

No, its not Tom from myspace - its me, @slimsag! Its taken almost a year to get here - staring at broken CI pipelines, C++ compiler errors, buying hardware to test every OS+arch possible, and more.

There are few things in life that I am more serious about than this work. I dedicate ~48 hours/week to my dayjob, and ~50h/week to Zig building Mach and running zigmonthly.org. After three years of aggressively pushing for progress in this exact way, I have no plans to slow down anytime soon.

Supported platforms

Mach is still early stages, so far we have support for building from the following OS to the following targets:

Building for From macOS x86_64 From macOS M1/aarch64 From Linux x86_64 From Windows x86_64
macOS x86_64
macOS M1/aarch64
Linux x86_64
Windows x86_64
iOS 🏃 🏃 🏃 🏃
Android 🏃 🏃 🏃 🏃
Web (Wasm) 🏃 🏃 🏃 🏃
  • Tested and verified via CI.
  • ✔️ Should work, not tested via CI yet.
  • 🏃 Planned or in progress.
  • ⚠️ Implemented, but has known issues (e.g. bugs in Zig.)

Supported Zig version

Zig has switched to the self-hosted compiler recently. This is a huge milestone, but currently means that Zig nightly versions are a little bit unstable. For now, we suggest using a slightly older Zig version before the switch to the self-hosted compiler.

Currently tested with: 0.10.0-dev.3551+92568a009

You can download binary releases of this version at:

You can subscribe to issue #180 for how we're tracking towards support for the latest nightly version of Zig.

Contributing

Mach is maintained as a monorepo. When changes are merged to this repository, we use some git-fu to pick out the commits to subdirectories and push them to sub-repositories automagically. Changes to the glfw/ directory in this repository get pushed to the separate mach-glfw repository after being merged here, for example.

Please prefix commits / pull requests with the project name (glfw: fix an issue, gpu: fix an issue, examples: fix an issue, etc.) and if possible only one project per commit. If you don't know how to do this, no worries, we can help - just send your PR anyway!