A minimal 2d/3d game framework for zig.
- Latest zig compiler
- SDL library
- Any code editor you like (consider using zls for your own favor)
- Friendly build system, very easy to setup new project
- Able to cross-compile between Windows and Linux (thanks to ziglang)
- Excellent rendering performance (thanks to SDL2's geometry rendering)
- Fully integrated Dear-ImGui
- Asset system (via physfs, supports fs/zip/7zip/iso etc)
- 2D batch system
- 2D vector graphics (line/rectangle/quad/triangle/circle/bezier-curve/convex-polygon/polyline/custom-path)
- 2D sprite rendering (scale/rotate/blending/flipping/depth)
- 2D sprite sheet generation/save/load
- 2D animation system
- 2D particle system
- 2D scene management
- 2D physics system (via chipmunk, optional)
- 3D batch system
- 3D skybox rendering
- 3D mesh rendering (gouraud/flat shading)
- 3D glTF 2.0 support
- 3D rigid/skeleton animation rendering/blending
- 3D lighting effect (Blinn-Phong model by default, customizable)
- 3D sprite/billboard rendering
- 3D particle system
- 3D scene management
- Friendly easing system
- TrueType support, atlas generation/save/load
- SVG loading/rendering
- Sound/Music playing/mixing
- Windows
- Linux
- MacOS (?)
TIPS: To eliminate console terminal on Windows platform, override exe.subsystem
with .Windows
in your build script.
-
Add jok as your project's dependency
Add jok dependency to your build.zig.zon, with following command:
zig fetch --save git https://github.com/jack-ji/jok.git
-
Use jok's build script to add build step
In your
build.zig
, add:const std = @import("std"); const jok = @import("jok"); pub fn build(b: *std.Build) void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); const exe = jok.createDesktopApp( b, "mygame", "src/main.zig", target, optimize, .{}, ); const install_cmd = b.addInstallArtifact(exe, .{}); const run_cmd = b.addRunArtifact(exe); run_cmd.step.dependOn(&install_cmd.step); const run_step = b.step("run", "Run game"); run_step.dependOn(&run_cmd.step); }
-
Install SDL2 library:
-
Windows Platform
Download SDL library from here, extract into your hard drive, and create file
.build_config/sdl.json
in your project directory:{ "x86_64-windows-gnu": { "include": "D:/SDL2-2.28.5/x86_64-w64-mingw32/include", "libs": "D:/SDL2-2.28.5/x86_64-w64-mingw32/lib", "bin": "D:/SDL2-2.28.5/x86_64-w64-mingw32/bin" } }
If you have multiple projects, you can config path to a global
sdl.json
using environment variable, defaults toSDL_CONFIG_PATH
. -
Linux Platform
Debian/Ubuntu:
sudo apt install libsdl2-dev
Fedora/CentOS:
sudo yum install SDL2-devel
-
MacOS
brew install sdl2
-
-
Write some code!
You may import and use jok now, here's skeleton of your
src/main.zig
:const std = @import("std"); const jok = @import("jok"); pub fn init(ctx: jok.Context) !void { // your init code } pub fn event(ctx: jok.Context, e: jok.Event) !void { // your event processing code } pub fn update(ctx: jok.Context) !void { // your game state updating code } pub fn draw(ctx: jok.Context) !void { // your drawing code } pub fn quit(ctx: jok.Context) void { // your deinit code }
Noticed yet? That's right, you don't need to write main function,
jok
got your back. The game is deemed as a separate package tojok
's runtime as a matter of fact. Your only responsibility is to provide 5 public functions:- init - initialize your game, run only once
- event - process events happened between frames (keyboard/mouse/controller etc)
- update - logic update between frames
- draw - render your screen here (60 fps by default)
- quit - do something before game is closed
You can customize some setup settings (window width/height, fps, debug level etc), by defining some public constants using predefined names (they're all prefixed with
jok_
). Checkoutsrc/config.zig
.NOTE: most settings're still customizable through SDL2's api in runtime. Remember, you can always resort to
SDL
directly if you're not totally happy withjok
's working style.Now, compile and run your game using command
zig build run
, have fun! Please let me know if you have any issue or developed something interesting with this little framework.
Jok is short for joke, which is about how overly-complicated modern graphics programming has become. People are gradually forgetting lots of computing techniques used to deliver amazing games on simple machines. With so many tools, engines and computing resources at hand, however, gamedev is not as fun as it used to be. Jok is an offort trying to bring the joy back, it's being developed in the spirit of retro-machines of 1990s (especially PS1), which implies following limitations:
- Custom vertex/fragment shader is not possible
- Only support affine texture mapping
- No depth buffer
The limitations demand developers to be both creative and careful about game's design.
- SDL2 (zlib license)
- physfs (zlib license)
- zig-gamedev (MIT license)
- chipmunk (MIT license)
- stb headers (MIT license)
- nanosvg (zlib license)
- nativefiledialog (zlib license)
- Classic Console Neue (MIT license)