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michal-z
searching PlanetScale…
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4 ms
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1.
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Running Cobalt Strike's BOFs with our 'bof-launcher' library
(blog.z-labs.eu)
1 points
by
michal-z
3y ago
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0 comments
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Beacon Object File (BOF) library and command line tool written in Zig
(github.com)
5 points
by
michal-z
3y ago
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1 comments
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by
michal-z
3y ago
Standalone command line interface for launching BOF files outside of Cobalt Strike Beacon environment. Under the hood it uses our bof-launcher library to accomplish its main task: running BOFs files on Windows (x86, x64) and Linux/UNIX
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by
michal-z
4y ago
Zig compiler provides working cross-compilation out of the box. zig-gamedev project provides Win32/D3D12 API bindings that can be used on Windows and Linux. Wine with VKD3D-Proton provides robust solution for emulating Windows runtime.
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by
michal-z
5y ago
Zig, DirectX 12 source code: https://github.com/michal-z/zig-gamedev/tree/main/samples/ra... This works by capturing render output to a transient buffer and then playing it back at human-discernable
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Fast, multi-platform, SIMD math library in Zig
(zig.news)
4 points
by
michal-z
5y ago
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0 comments
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Zig-gamedev project: DirectX 12 Mesh Shader benchmark
(github.com)
3 points
by
michal-z
5y ago
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1 comments
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by
michal-z
5y ago
When drawing 200M triangles on GTX 1660: Mesh Shader emulating VS (no culling): ~26.8 ms VS with manual vertex fetching (no HW index buffer): ~50.2 ms VS with fixed function vertex fetching: ~24.8 ms When drawing 200M trian
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Zig-gamedev project – alternative env for low-level game programmers
(youtube.com)
4 points
by
michal-z
5y ago
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0 comments
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by
michal-z
5y ago
I continue to build game development ecosystem for Zig programming language. Zig gamedev project home: https://github.com/michal-z/zig-gamedev New physics demo: https://github.com/michal-z/zig-game
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Zig gamedev project v0.2.0 – physics support
(github.com)
5 points
by
michal-z
5y ago
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1 comments
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by
michal-z
5y ago
I'm perfectly aware. I don't want to build advanced tech, it's not my goal. I want to build simple tech that lets me build my gameplay easier than it is in UE5. In my opinion gameplay programming in UE5/Unity isn
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by
michal-z
5y ago
It depends on many factors. You are describing your experience and then extrapolate for everyone. My game will be pretty small, not fully 3D. I don't need 90% of Unity features and Unity bugs :) Before making my decision to go with Z
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by
michal-z
5y ago
Note, that it is easier to ship a game for one platform. I don't have resources to test several platforms. WebGPU is just 3D rendering. I will also need vector graphics, machine learning stuff, video playback, etc. Windows gives me tha
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by
michal-z
5y ago
No, sorry, it will stay Windows 10+ only. I want to focus on building interesting stuff (demos, games, audio-visual experiments) I don't have bandwidth to support and maintain code for several platforms.
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by
michal-z
5y ago
Hi Guys, OP here. > Why not Unity or UE5? Why Zig? I'm building relatively small game, I don't really need full game engine. I try to write simple code that does only what I really need. I want to push Zig forward, I want to pr
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Zig gamedev project – left my job to build games in Zig lang
(github.com)
155 points
by
michal-z
5y ago
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119 comments
18.
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by
michal-z
5y ago
I'm using Zig language full-time to create an indie game. Also, I've created zig-gamedev project to build game development ecosystem for this language. Using DirectX 12 for rendering, Bullet for physics. I'm ex-AAA game devel