Inital boiler plate commit.

Initial setup done, debug mode, build script, simple entry point, simple
game manager setup.
Ideal starting point for my games.
This commit is contained in:
2026-09-07 06:58:40 +02:00
parent 2805c0e085
commit 0fdc2843da
6 changed files with 3662 additions and 0 deletions
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out/
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#!/usr/bin/env bash
set -e
# Find the odin binary
export PATH="$HOME/.odin:$PATH"
SRC_DIR="src"
OUT_DIR="out"
OUT_NAME="pong"
BUILD_ONLY=0
OPTIMIZED=0
WEB=0
CLEAN=0
DEBUGGER=0
VALGRIND=0
usage() {
echo "Usage: $0 [-b] [-o] [-w] [-d] [-v] [-c] [-h]"
echo " -b build only, don't run"
echo " -o optimized release build (-o:speed, no debug info)"
echo " -w web/WASM build (js_wasm32 target)"
echo " -d build then launch in debugger instead of running"
echo " -v build then run under Valgrind"
echo " -c clean build artifacts"
echo " -h show this help"
exit 1
}
while getopts "bowdvch" opt; do
case $opt in
b) BUILD_ONLY=1 ;;
o) OPTIMIZED=1 ;;
w) WEB=1 ;;
d) DEBUGGER=1 ;;
v) VALGRIND=1 ;;
c) CLEAN=1 ;;
h) usage ;;
*) usage ;;
esac
done
mkdir -p "$OUT_DIR"
if [ "$CLEAN" -eq 1 ]; then
echo "Cleaning..."
rm -rf "${OUT_DIR:?}"/*
exit 0
fi
if [ "$WEB" -eq 1 ]; then
echo "Building web (WASM)..."
odin build "$SRC_DIR" \
-target:js_wasm32 \
-out:"$OUT_DIR/$OUT_NAME.wasm" \
$( [ "$OPTIMIZED" -eq 1 ] && echo "-o:speed" || echo "-debug" )
# Copy the HTML shell if one exists
if [ -f "web/index_template.html" ]; then
cp web/index_template.html "$OUT_DIR/index.html"
fi
echo "Web build complete -> $OUT_DIR/$OUT_NAME.wasm"
exit 0
fi
if [ "$OPTIMIZED" -eq 1 ]; then
echo "Building optimized ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
odin build "$SRC_DIR" \
-out:"$OUT_DIR/$OUT_NAME" \
-o:speed \
-no-bounds-check
else
echo "Building debug ($SRC_DIR -> $OUT_DIR/$OUT_NAME)..."
odin build "$SRC_DIR" \
-out:"$OUT_DIR/$OUT_NAME" \
-debug \
-define:DEBUG_MODE=true
fi
echo "Build complete."
if [ "$BUILD_ONLY" -eq 0 ]; then
echo "----------------------------------------"
if [ "$DEBUGGER" -eq 1 ]; then
lldb "$OUT_DIR/$OUT_NAME"
elif [ "$VALGRIND" -eq 1 ]; then
# --show-leak-kinds=definite,possible reduces tons of noise
# still shows the leaks you actually need to fix.
# to audit whole process, temporarily switch back to --show-leak-kinds=all
valgrind \
--leak-check=full \
--show-leak-kinds=definite,possible \
--track-origins=yes \
--errors-for-leak-kinds=definite,possible \
--error-exitcode=1 \
--log-file="$OUT_DIR/valgrind.log" \
"./$OUT_DIR/$OUT_NAME"
echo
echo "Valgrind report written to $OUT_DIR/valgrind.log"
else
"./$OUT_DIR/$OUT_NAME"
fi
fi
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{
"folders":
[
{
"path": "."
}
],
"build_systems":
[
{
"name": "Run Build Script",
"cmd": ["/bin/bash", "build.sh"],
"working_dir": "$project_path",
"file_regex": "^[ ]*File \"(...*?)\", line ([0-9]*)",
"variants":
[
{
"name": "Run with Arguments...",
"cmd": ["/bin/bash", "build.sh", "$select_args"]
},
{
"name": "Build Only (-b)",
"cmd": ["/bin/bash", "build.sh", "-b"]
},
{
"name": "Optimized (-o)",
"cmd": ["/bin/bash", "build.sh", "-o"]
},
{
"name": "Debug in LLDB (-d)",
"cmd": ["/bin/bash", "build.sh", "-d"]
},
{
"name": "Valgrind (-v)",
"cmd": ["/bin/bash", "build.sh", "-v"]
},
{
"name": "Clean (-c)",
"cmd": ["/bin/bash", "build.sh", "-c"]
}
]
}
]
}
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package game
import rl "vendor:raylib"
WINDOW_TITLE :: "Pong"
WINDOW_WIDTH :: 2560
WINDOW_HEIGHT :: 1440
State :: enum {
IN_GAME,
MENU,
LOADING,
PAUSED,
FINISHED
}
Game :: struct {
state: State
}
// @NOTE: procs ie: game_init, game should run etc is a convention to work with wasm
game_should_run :: proc() -> bool { return !rl.WindowShouldClose( )}
game_init :: proc(game: ^Game) {
rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE)
rl.SetTargetFPS(60)
game.state = .IN_GAME
}
game_update :: proc(game: ^Game) {
// get delta time for frame
dt := rl.GetFrameTime()
}
game_render :: proc(game: ^Game) {
rl.BeginDrawing()
rl.ClearBackground(rl.DARKGRAY)
rl.EndDrawing()
}
game_quit :: proc(game: ^Game) {
rl.CloseWindow()
}
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package game
import "core:log"
import "core:mem"
// compiler sets debug mode
DEBUG :: #config(DEBUG_MODE, false)
main :: proc() {
when DEBUG {
context.logger = log.create_console_logger()
defer log.destroy_console_logger(context.logger)
log.debug("--- DEBUG MODE ENABLED ---")
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
defer mem.tracking_allocator_destroy(&track)
context.allocator = mem.tracking_allocator(&track)
}
// ------------------------------------------------------
game := Game{}
game_init(&game)
for game_should_run() {
game_update(&game)
game_render(&game)
}
game_quit(&game)
// ------------------------------------------------------
// Check for any leaks!
when DEBUG {
if len(track.allocation_map) > 0 {
log.errorf("\nMEMORY LEAKS: %v allocation(s)", len(track.allocation_map))
for _, entry in track.allocation_map {
log.errorf(" %v bytes @ %v", entry.size, entry.location)
}
}
if len(track.bad_free_array) > 0 {
log.errorf("\nBAD FREES: %v", len(track.bad_free_array))
for entry in track.bad_free_array {
log.errorf(" %v @ %v", entry.memory, entry.location)
}
}
}
}