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License: MIT License
Zig 3D game engine.
License: MIT License
This is on Windows 10 with Zig 0.7.1
When trying to build the basic example, I get a compiler error that says:
.\deps\didot\build.zig:35:32: error: unable to evaluate constant expression
const target = step.target.toTarget().os.tag;
^
.\build.zig:18:28: note: called from here
try engine.addEngineToExe(exe, .{
^
.\build.zig:4:33: note: called from here
pub fn build(b: *Builder) !void {
^
.\deps\didot\build.zig:35:48: note: referenced here
const target = step.target.toTarget().os.tag;
^
.\build.zig:18:3: note: referenced here
try engine.addEngineToExe(exe, .{
^
The build file is the default zig build file with the code from the How to use section of the readme pasted into it (with the strings changed to the proper directory), and the source file is the example code from the readme as well.
Hello, I'm new to zig and don't have a PR, but here's my findings on what need to be changed
allocator: *Allocator
with allocator: Allocator
&allocator.allocator
with allocator.allocator()
?Allocator
, I'm not sure if that's valid.held: blabla @TypeOf(std.Thread.Mutex.acquire)...
to mutex: std.Thread.Mutex
held = lock.acquire()
to mutex.lock()
defer held.release()
to defer mutex.unlock()
and held.release()
to mutex.unlock()
c_void
changed to anyopaque
. Not sure, may be it need to be *allowzero anyopaque
..rotation = Vec3.new(-120.0, -15.0, 0).toRadians()
to .rotation = Quat.fromEulerAngle(Vec3.new(-120, -15, 0))
var cube = try didot_obj.GameObject.createObject(allocator, asset.get("Mesh/Cube"));
const asset = &app.scene.assetManager;
usingnamespace @import(...)
not working anymore, I ended up with const didot_gfx = @import("didot-graphics");
etc.std.debug.warn
changed to std.debug.print
This is where I ended up now. I have trouble building glfw on windows, so I replaced all cImports with https://github.com/JonSnowbd/ZT/ but that's another story.
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