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Zig is hard but worth it

(ratfactor.com)
401 points signa11 | 1 comments | | HN request time: 0.205s | source
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jsheard ◴[] No.36150389[source]
I get what Zig is going for in making all operations as explicit as possible, but I fear that it's going to turn away fields like graphics and game development where it would be a good fit except for the lack of operator overloading forcing you to go back to C-style math function spaghetti. It's all fun and games until what should be a straightforward math expression turns into 8 nested function calls.
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bodge5000 ◴[] No.36150475[source]
I'm no expert on zig, but the one area I have seen it shooting up in popularity is game dev. Though I guess that is largely as a replacement for C, so "C-style" wouldnt be much of a concern
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mr_00ff00 ◴[] No.36151102[source]
Would love to see zig in game dev. I’ve tried some rust and while I love rust in general, I find game dev in it a bit of a mess.
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adastra22 ◴[] No.36152719[source]
Have you tried bevy? I’m starting with bevy for a non-game project, but I’m blown away by how simple it is to use once you get used to the magic.
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the__alchemist ◴[] No.36153938[source]
Bevy isn't on the same level as tools like UE and Godot.
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1. adastra22 ◴[] No.36155653[source]
Depends on what you're doing. I'm writing a non-game app that requires a scenegraph, raycast mouse selection tool, and other tools of the sort typically required by games and provided by a game engine. But there's a lot of game stuff I don't need, and I need to make major customizations to the rendering engine. It ended up being easier to implement in bevy, due to its modularity, than it would have been in UE4 or Godot.