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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.




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