# PONG 2026 A deliberately over engineered Pong clone in [Odin](https://odin-lang.org) with [raylib](https://www.raylib.com). Retro line-based graphics with a CRT post-processing shader. ## Screenshots ![Main menu](screenshots/main_menu.png) ![Settings menu](screenshots/settings_menu.png) ![Gameplay](screenshots/gameplay.png) ## Why Over-Engineered? While the game could have been done in a single file, the goal was to structure the project like a small production game instead: - **Manager-per-subsystem**: audio, input, event, level, particle, and scene managers, each in its own file - **Event system**: decoupled communication between systems (`event_manager.odin`) instead of direct calls - **Scene management**: state/scene stack for menus, gameplay, etc. (`scene_manager.odin`) - **Entity layer**: shared base entity with ball, player, and opponent specializations - **Input abstraction**: keyboard and gamepad behind one interface - **Data-driven assets**: audio and shaders loaded from `assets/`, not embedded The idea behind breaking it into systems is so that it can help build my foundations into more complex games. ## Features - Single-player vs AI opponent - CRT fragment shader (`assets/shaders/crt.fs`) - Particle effects, sound effects, music - Gamepad support via SDL controller mappings ## Controls | Action | Keyboard | Gamepad | |--------|----------|---------| | Move | W(up) S(down) | Left Joystick | | Select | Enter | A button | | Pause | Spacebar | Start button | ## Requirements Please note, I have not built this on MacOs or Windows, only linux. While in theory if you have the odin compiler it should just work as there is no external libs besides those bundled with Odin. - Odin compiler (version dev-2026-10:e87445a58) - raylib (bundled with Odin as `vendor:raylib`) - GPU/driver with OpenGL 3.3 support (shader uses `#version 330`) ## Build & Run ./build.sh # see build.sh for flags and options ./out/pong ## Project Layout assets/ audio/ music, SFX, UI sounds shaders/ crt.fs screenshots/ README images src/ main.odin entry point game.odin game state and loop *_manager.odin audio, event, input, level, particle, scene entity*.odin base entity, ball, player, opponent out/ build output build.sh build script ## Credits Sourced from the web, not mine. | File | Title | Author | Source | License | |------|-------|--------|--------|---------| | `UI, gameplay effects` | Impact Sounds 1.0 + Interface Sounds 1.0 | Kenney | https://www.kenney.nl | [CC0 1.0](http://creativecommons.org/publicdomain/zero/1.0/) | | `Background Music` | 5 Action Chiptunes By Juhani Junkala | Juhani Junkala | | CC0 1.0 | ### Third-Party - `gamecontrollerdb.txt`: [SDL_GameControllerDB](https://github.com/mdqinc/SDL_GameControllerDB) (zlib) - [raylib](https://github.com/raysan5/raylib) by Ramon Santamaria (@raysan5), zlib - [Odin](https://github.com/odin-lang/Odin), BSD-3-Clause ## License MIT, see [LICENSE](LICENSE). Any third-party assets retain their original licenses, listed above.