One curious outcome of the #AI / #LLM craze is that in the eternal "tabs vs spaces" holy war, tabs will eventually win. Because token efficiency, simple as that. And this is good. #golang #Rebol #odinlang
Dipping my finders in #odinlang and #raylib. So far I love that there are no 'while' loops.
Mini #OdinLang HTTP Server

@natecox

My actual ranking for your criteria:

1. #Nim - https://nim-lang.org
2. #Odin - https://odin-lang.org
3. #Gleam - https://gleam.run
4. #Zig - https://ziglang.org
5. #Go - https://go.dev

I just started learning #OdinLang this weekend myself.

#NimLang #GleamLang #ZigLang #GoLang

Nim Programming Language

The Nim programming language is a concise, fast programming language that compiles to C, C++ and JavaScript.

Nim Programming Language

An Introduction to Odin Programming Language.

https://youtu.be/rCqFdYUnC24

odin-lang.org

#Odin #OdinLang

Odin Programming Language: An Introduction - 2020-11-26

YouTube

New language! You can now write Firefly Zero games in Odin, a Go-like language with manual memory management. Give it a try with the latest firefly-cli:

ff new --lang=odin hello

https://docs.fireflyzero.com/dev/getting-started/

In reference to @0xabad1dea, --lang=abadidea also works ๐Ÿ™ƒ

#odin #OdinLang

Your first app

๐Ÿ‘‰ Pick the language# Firefly Zero supports lots of programming languages: ๐Ÿฆ€ Rust ๐Ÿƒ Go ๐Ÿ€ C and C++ โšก๏ธ Zig ๐Ÿฆโ€โฌ› Odin ๐Ÿฐ MoonBit ๐ŸŸฆ AssemblyScript (a subset of TypeScript) Experimental: ๐ŸŒ™ Lua ๐Ÿงช Elixir For simple apps and games, itโ€™s a good idea to stick to what you already know. But if youโ€™re ready to learn something new for better results, we recommend using Go. Itโ€™s easy to learn, sufficiently fast, and memory-safe.

Firefly Zero docs

I am building this ECS in my spare time. Complete description with examples you can find in readme on github.

https://github.com/helioscout/moecs

If you want the highest performance, itโ€™s best not to use any ECS. I love ECS because it allows you to systematize and separate/parallelize logic/data, move each part of the game into its own system, customize its operation, and generalize logic for entities with different components. As for speed, it will vary on different computers. You can play around with main.odin, and see the benchmarks (I use this code for testing). Iโ€™d be interested in seeing your results.

My tests show this:

With 7 components, 3 systems, 1 million entities, 6 archetypes, world progress 100 times takes 56 milliseconds (at each iteration: 1 system adding component to 100 entities and despawning one entity and 2 others getting 6 components for each entity).

#gamedev #ecs #odinlang

GitHub - helioscout/moecs: Easy to use Entity Component System (ECS) crafted with Odin.

Easy to use Entity Component System (ECS) crafted with Odin. - helioscout/moecs

GitHub
hey uh Odin nerds of fedi, any learning resources y'all recommend? I mainly learned Rust from The Rust Book so I'm not afraid to read some docs.

I've got experience with Rust, C++17, and such so I'm hoping its not too far of a jumo

#Odin #OdinLang

Time to have some fun programming.

I've been playing around with #odinlang and am really liking it. It's fun just checking out the comments in the Odin Source code for examples. This was how I learned #Smalltalk and it really does help you really learn to use a language.

Odin's make system reminds me of Pascal. No separate make file just compile the file with the main function in it and the compiler figures out what other files need be compiled.

Go is nice but it feels to corporate.

Odin compilation speed tips

How to troubleshoot slow compile times and what to do about them

Jakub's tech blog