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Reflecting on a Year of Gamedev in Zig
year of Gamedev in Zig One year ago, I started programming a puzzle game from scratch in Zig. While it’s too early to announce the game (more on this later in the year), I want to share some of the insights I’ve gained about gamedev in Zig so far.
This isn’t a dealbreaker for me since I’m writing the engine for my game anyway, but I know some folks would want official matrix support in some capacity before beginning a similar project. Last year, I wanted to create an icon in my game that consisted of cube spinning on a vertical axis going through two opposite corners, like so: Others have noted increases in application performance too: Mitchell Hashimoto reported that the scrolling benchmarks on Ghostty got 3-5% faster after transitioning from Zig 0.13.0 to 0.14.0( but cautioned that this may be noise).
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