I tried to do this with Zig about 13 months ago. It was not where it needed to be at that time; the biggest impediments were its rudimentary handling of C pointers to one vs pointers to many (which has long since been fixed), and its meta programming issues (lack of a macro language or pre-processor) that made OS development tedious. I have not revisited it as much as I would have liked simply because I chose to step back a bit on implementation and focus on theory.
I'm pulling for Andrew. He busts his rear-end, livestreams, and is generally a good dude. Zig has a TON of potential.
I've been waiting for something that looks like a firm step forward in the domain of games programming and has ideals which align with the domain. I'm extremely excited for zig and have been messing around with getting a smallish simulation running with SDL on Windows.
At work in C++ I've switched from working on fairly isolated types, where my changes had fast recompile times to lower level changes which cause a good chunk of the engine to recompile. 10 minute compile times, with a lot of tech trying to get that time down as much as possible, are a huge killer to productivity and I can feel myself getting much less done than I was before.
Zig tossed away a lot of the constructs that make C++ slower to compile. I haven't had a chance to see its timings on large projects, but stuff like Jai compiling 90k LoC full commercial game project live on a laptop in 1.4 seconds (which caused Jonathan Blow to say "what? That's weirdly slower than it should be...") gives me hope that Zig is similar.
I'm pulling for Andrew. He busts his rear-end, livestreams, and is generally a good dude. Zig has a TON of potential.