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I have devised a new way of working with named return values in Odin.
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Tom likes making games.
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As I’ve been making my own game creation library Karl2D I’ve noticed something about audio: While many people are fine with writing their own rendering, they still go for some library when implementing sound.
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This post is an adapted excerpt from Understanding the Odin Programming Language – the acclaimed eBook on learning Odin and understanding low-level concepts.
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Programmers tend to fight about why Object-Oriented Programming (OOP) is good or bad.
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Odin is a manually memory managed language.
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In my book Understanding the Odin Programming Language I wrote that “Odin incorporates some of my favorite C best practices, straight into the language”.
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Games can be made in many different ways.
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In my post “Handles are the better pointers”: An Odin gamedev follow-up I talked about how one can implement a handle-based map in Odin.
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When programming in Odin you can use arena allocators.
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I’ve written a binding generator for Odin.
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Background Andre Weissflog wrote an article in 2018 called “Handles are the better pointers”.
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In this post I’ll share some details on how I wrote the first book about the Odin Programming Language.
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If you are a game developer then you might have heard about data-oriented design.
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Preface NOTE: I have created a whole book, loosely based on this article!
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Since I was 19 I’ve wanted to make my own video games, as in creating everything in the game myself, often referred to as being a solo developer, or solodev.
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Today we will make our game look less dull by adding a run animation to the player character.
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In this second post about making games using Odin and Raylib we shall look at how to add a simple player character and make it moveable.
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Hello and welcome to the first post in this blog series on making games using Odin and Raylib.
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This post is about what hot reload for gameplay code is, why you would use it and what the limitations are.