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Stephen Gutekanst c600431244 gpu-dawn: clarify how to build as separate repository
Fixes hexops/mach#203

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-04-21 03:48:36 -07:00
.github CI: correct YAML syntax / regression 2022-04-21 03:41:38 -07:00
dev dev: dont complain about unbound GITHUB_ACTIONS env var when pushing subrepos 2022-03-04 17:45:32 -07:00
doc doc: add known issues 2022-03-27 12:03:13 -07:00
ecs README: fix URL to build-an-ecs blog series (#204) 2022-04-04 22:09:39 -07:00
examples examples: zig fmt 2022-04-20 23:01:30 -07:00
glfw CI: correct YAML syntax / regression 2022-04-21 03:41:38 -07:00
gpu gpu/examples: zig fmt 2022-04-20 23:01:52 -07:00
gpu-dawn gpu-dawn: clarify how to build as separate repository 2022-04-21 03:48:36 -07:00
src mach: set error message to be shown on glfw error 2022-04-17 11:50:33 -07:00
.gitattributes initialize repository 2021-07-04 10:36:34 -07:00
.gitignore gitignore: update to latest from ziglang/zig repo 2021-07-06 20:51:19 -07:00
.gitmodules gpu-dawn: update Dawn to latest revision as of 2022-04-18 2022-04-18 11:38:32 -07:00
build.zig examples: add instanced-cube example (#246) 2022-04-20 23:00:02 -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: Add web (wasm) status 2022-04-19 01:30:13 -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.)

boids demo

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)

Join the conversation

Join us on Matrix chat in building the future of game engines & graphics in Zig!

Follow @machengine on Twitter for updates.

Contributors are very welcome! There are lots of places you can help out with little knowledge, so feel free to reach out!

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.

Learn more & examples: machengine.org

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.)

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-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

Contributing

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