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Jai might finally be entering its breakout era.

• Closed beta since ~2020
• Real production use
• New Blow game in 2026
• Engine open-source after release

Read:
https://www.mrphilgames.com/blog/jai-in-2026

#Jai #GameDev #Zig #OdinLang

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Rewriting my game engine in Odin from C is a breath of fresh air for me. Odin basically fixes every issue I was having with using raw C while still giving me all the benefits of a lower level language. Very excited to get back to work on my game in the improved engine. #OdinLang #gamedev #indiedev

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I recently got a fancy OLED monitor, so I've been exploring HDR render targets and SDR/HDR swapchain output with various tone-mapping operators in D3D12 & Vulkan. (SDR video but you get the point.) It's cool and fun :) #odinlang

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New goal: making a tiny system for building terminal user interface like stuff with lots of silly effects.
#raylib #odinlang #gamedev

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Odin compilation speed tips How to troubleshoot slow compile times and what to do about them

Odin compilation speed tips: jakubtomsu.github.io/posts/odin_c... #OdinLang #Programming #GameDev #IndieDev #IndieGameDev

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MuTris on Steam Classic stacking on a sugar rush. Slide, stack, and mutate blocks in real time with bombs, lasers, and shape shifting chaos shaking up every level.

MuTris is OUT NOW on Steam! The wait is over!
Grab it today:
store.steampowered.com/app/3914150
#indiegames #madewithraylib #raylib #odinlang

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"Way Out Of Here" - Update 1.1!
A focus on QoL & player control.
You can find more information about the update in the blog on the game's pages.

danredtmf.itch.io/way-out-of-h...
gamejolt.com/games/way-ou...

#odin #odinlang #raylib #indiegame #gamedev

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Way Out Of Here by DanRedTMF Are you ready to accept the truth?

My game "Way Out Of Here" is now published!
danredtmf.itch.io/way-out-of-h...

#odin #odinlang #raylib #indiegame #gamedev

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Perhaps it's getting a bit #gameboy heavy over here, but you've got to have a hobby. Fixed a bug in which I accounted twice for the background scrolling, added some support for ROM and RAM banking, and we have a proper Zelda intro. Link can wake up now. #emudev #odinlang

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A screenshot of the opening room of "The Legend of Zelda : Link's Awakening", with a character saying "Well, BART, ya finally snapped".

A screenshot of the opening room of "The Legend of Zelda : Link's Awakening", with a character saying "Well, BART, ya finally snapped".

I have the feeling this will come in handy on more than one occasion. But at the moment i'm just trying to figure out why Link's animation is in hyper mode. I have no clue what could cause that. #gameboy #emudev #odinlang #zelda

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I would for now suggest that Link stays asleep a little longer, but it's getting there. Silly mistakes in the MBC1 handling resulted in garbage before, but now we have some content at least. #gameboy #emudev #odinlang

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GitHub - kidando/learnopengl-odin Contribute to kidando/learnopengl-odin development by creating an account on GitHub.

I'm down to the final chapter of translating the code examples over at learnopengl that are in C++ to Odin. The final chapter is about making games. What a journey. What stress 😭
github.com/kidando/lear...
#learnopengl #odin #odinlang #graphicsprogramming

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Over the last 2 weeks in spare moments have been building this simple little game/engine/map editor/software renderer/thing, written in the Odin programming language!

#sdl3 #odinlang #gamedev

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Fixed a whole bunch of sprite/object drawing behaviours today. Still not passing the acid2 tests, but at least I can play Dr. Mario 😁.
I guess it's on to some more cartridge support to be able to play other games, and trying to pass some more validation roms. #gameboy #emudev #odinlang

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Okay, Mario no longer has a split personality, and the Koopas no long moonwalk (which is a good thing). Still some scanline glitches and currently running into some strange issues when trying to support background and object palettes, but that's for another day. #gameboy #emulator #odinlang

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That is more like it. Background tile selection seems fixed. Now to figure out what I got wrong about the window scrolling and column drawing. Plenty of things to fix still, but it's starting to look recognizable. #gameboy #emulator #odinlang

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GitHub - kidando/learnopengl-odin Contribute to kidando/learnopengl-odin development by creating an account on GitHub.

Been a minute but i just added chapter 5 to list of completed chapters for learnopengl lesson source codes to odin
#odinlang #learnopengl #graphicsprogramming
github.com/kidando/lear...

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Working on my wordprocessor program written in #odinlang and #sdl3

Added some debugging hotkeys for toggling borders around various containers.

I'm going to put all document data in a giant tree structure, including the container rects.

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Disco Snake by Joe Hazelnut Small snake game, with an additional color change mechanic. Really just a programming exercise!

Updated the first game I did to check out odin and raylib. This whole thing really is just a programming exercise and really crappy but it is playable on itch and I am happy I got it to work as a web build.
joehazelnut.itch.io/disco-snake

#hobbydev #programming #odinlang #raylib

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Working a bit on the visuals of my game.
Tried Magicavoxel for modeling the drones and satellites. Not my strong suit but it certainly looks better than the placeholders from before.
The lasers also have some actual sprites now.
#gamdev #indiedev #odinlang #voxels

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Building a word processor in #odinlang and #sdl3

Part 1:
Created the basic render/update loop and added text rendering that works with a hierarchical node structure so it can be easily used with Markdown later.
Lines are built from line-fragments and wrapped manually.

#programming #coding #devlog

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