Main monorepo for @zig-gamedev libs and example applications
Libraries - Getting Started - Sample applications - Others using zig-gamedev
We build game development ecosystem for Zig programming language, every day since July 2021. Please consider supporting the project. We create:
zig build
Download the latest archive or clone/submodule with Git.
Note: If using Git then you will need Git LFS to be installed.
Our main branch is currenly tracking Zig 0.12.0-dev.2063+804cee3b9 as nominated by the Mach engine project to maintain compatibilty for users of both projects.
zigup is recommended for managing compiler versions. Alternatively, you can download and install manually using the links below:
OS/Arch | Download link |
---|---|
Windows x86_64 | zig-windows-x86_64-0.12.0-dev.2063+804cee3b9.zip |
Linux x86_64 | zig-linux-x86_64-0.12.0-dev.2063+804cee3b9.tar.xz |
macOS x86_64 | zig-macos-x86_64-0.12.0-dev.2063+804cee3b9.tar.xz |
macOS aarch64 | zig-macos-aarch64-0.12.0-dev.2063+804cee3b9.tar.xz |
If you need to use a more recent version of Zig, you can try our unstable branch. But this is not generally recommended.
To get started on Windows/Linux/macOS try out physically based rendering (wgpu) sample:
zig build physically_based_rendering_wgpu-run
To get a list of all available build steps:
zig build -l
Copy each library to a subdirectory in your project and add them as local package dependencies. For example:
build.zig.zon
.{
.name = "MyGame",
.version = "0.0.0",
.dependencies = .{
.zglfw = .{ .path = "libs/zglfw" },
.system_sdk = .{ .path = "libs/system-sdk" },
},
.paths = "",
}
build.zig
pub fn build(b: *std.Build) void {
const exe = b.addExecutable(.{ ... });
const zglfw = b.dependency("zglfw", .{});
exe.root_module.addImport("zglfw", zglfw.module("root"));
exe.linkLibrary(zglfw.artifact("glfw"));
}
Refer to each lib's README.md for further usage intructions.
Option to download packages using Zig Package Manager coming soon!
Library | Description |
---|---|
zaudio | Cross-platform audio using miniaudio |
zbullet | Build package, C API and bindings for Bullet physics |
zd3d12 | Helper library for DirectX 12 |
zflecs | Build package and bindings for flecs ECS |
zglfw | Build package & bindings for GLFW |
zgpu | Small helper library built on top of Dawn native WebGPU implementation |
zgui | Build package and bindings for Dear Imgui (includes ImPlot) |
zjobs | Generic job queue implementation |
zmath | SIMD math library for game developers |
zmesh | Loading, generating, processing and optimizing triangle meshes |
znoise | Build package & bindings for FastNoiseLite |
zopengl | OpenGL loader (supports 4.2 Core Profile and ES 2.0 Profile) |
zphysics | Build package, C API and bindings for Jolt Physics |
zpix | Support for GPU profiling with PIX for Windows |
zpool | Generic pool & handle implementation |
zsdl | Bindings for SDL2 and SDL3 |
zstbi | Image reading, writing and resizing with stb libraries |
ztracy | Support for CPU profiling with Tracy |
zwin32 | Bindings for Win32 API (d3d12, d3d11, xaudio2, directml, wasapi and more) |
zxaudio2 | Helper library for XAudio2 |
Some of the sample applications are listed below. More can be found in samples directory.
physically based rendering (wgpu): This sample implements physically-based rendering (PBR) and image-based lighting (IBL) to achive realistic looking rendering results.zig build physically_based_rendering_wgpu-run
audio experiments (wgpu): This sample lets the user experiment with audio and observe data that feeds the hardware.zig build audio_experiments_wgpu-run
bullet physics test (wgpu): This sample application demonstrates how to use full 3D physics engine in your Zig programs.zig build bullet_physics_test_wgpu-run
procedural mesh (wgpu): This sample shows how to efficiently draw several procedurally generated meshes.zig build procedural_mesh_wgpu-run
gui test (wgpu): This sample shows how to use our zgui library.zig build gui_test_wgpu-run
Some of the sample applications are listed below. More can be found in samples directory. They can be built and run on Windows and Linux (Wine + VKD3D-Proton 2.8+):
bindless: This sample implements physically based shading and image based lighting to achieve realistic looking rendering results. It uses bindless textures and HLSL 6.6 dynamic resources.zig build bindless-run
rasterization: This sample application shows how GPU rasterizes triangles in slow motion.zig build rasterization-run
simple raytracer: This sample implements basic hybrid renderer. It uses rasterization to resolve primary rays and raytracing (DXR) for shadow rays.zig build simple_raytracer-run
mesh shader test: This sample shows how to use DirectX 12 Mesh Shader.zig build mesh_shader_test-run