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  1. pkgmirror is an open-source, self-hosted Zig toolchain and package mirror service so your builds no longer rely on third-party services or Microsoft GitHub.

  2. This is a story nightmare about the messy state of Microsoft’s DirectX shader compiler, and trying to wrangle it into a nicer experience for game developers.

  3. Mach is a Zig game engine & graphics toolkit for building high-performance & modular games, visualizations, and desktop/mobile apps.

  4. Today we’re announcing Mach nominated Zig versions, a sweet-spot between stable Zig and nightly Zig which offers a different balance of latest-and-greatest features and fixes, and less of a moving target.

  5. Mach is a Zig game engine & graphics toolkit for building high-performance, truly cross-platform, robust & modular games, visualizations, and desktop/mobile GUI apps.

  6. Andrew Kelley gave a keynote speech at Software You Can Love 2023 in Vancouver last week (a recording will be available later), the outline was: How to Build Software From Source […] then I’ll take things in a completely different direction, by showing you

  7. We’ve just updated Mach engine to use the latest Zig nightly version, which includes a fair amount of improvements and breaking changes to the std.build API used in build.zig files, and figured now would be a good time to share the general changes you may…

  8. Mach engine uses Zig as the C/C++ compiler for almost everything.

  9. We’ve just finished a complete rewrite of mach/gpu (WebGPU/Dawn bindings for Zig), with 700+ commits, ~7.4k LOC, and 100% API coverage.

  10. As we’ve been building Mach engine, we’ve been using a neat little pattern in Zig that enables writing flag sets more nicely in Zig than in other languages.

  11. In this series we build the Mach engine Entity Component System from scratch in the Zig programming language.

  12. Five months ago we announced some of our vision for Mach & the future of graphics with Zig.

  13. Zig hashmaps explained

    If you just got started with Zig, you might quickly want to use a hashmap.

  14. In this multi-part series we’ll build the Entity Component System used in Mach engine in the Zig programming language from first principles (asking what an ECS is and walking through what problems it solves) all the way to writing an implementation in a l…

  15. Today, I am announcing mach-glfw: Ziggified GLFW bindings with 100% API coverage, zero-fuss installation, cross compilation, and more.

  16. In the coming months, we’ll begin to have truly cross-platform low-level graphics, with the ability to cross compile GPU-accelerated applications written in Zig from any OS and deploy to desktop, mobile, and (in the future) web.

  17. A little story about how writing a domain-specific compression algorithm in a few days can sometimes yield big benefits, why it’s sometimes worth giving it a shot, and how to tell when you should try.

  18. As I work on Zorex, an omnipotent regexp engine I have stumbled into a world of tales about why Unicode text sorting is so annoying in the modern day.

  19. Today, I increased my monthly donation to Zig to $200 a month.

  20. In this article we will be exploring what parser combinators are, what runtime parser generation is - why they’re useful, and then walking through a Zig implementation of them.

  21. In this article, we share empirical measurements from our experiments in using Postgres to index and search over 10,000 top GitHub repositories using pg_trgm on only a Macbook.

  22. In this article I talk about learnings I have from trying to use pg_trgm as the backend for a search engine, Tridex, which aims to be a competitor to Google’s Zoekt (“Fast trigram based code search”) Background I work @ Sourcegraph, which provides code se…