wow, I'm only 5 minutes into this video but I like how detailed you explain things. Highly appreciated and very inspiring. Please continue your tutorials on Odin!! Thank you very much!
This is a very interesting video coming from another programming language. I've done raylib stuff before in C#, but this is kind of interesting because I can get my feet wet with Odin, while using stuff I already know e.g raylib.
I like how you explained fixed timestep physics, but in a game like this, I think it's better to just clamp "dt" to some reasonable maximum. Like slowing down time when the game can't keep up.
I set my window size 1280x720 and screen size 320. But I think in my case this thing with camera and zoom (scaling logic) does not work correctly because when I move the paddle, it can reach only to the middle of the screen when I move it right.. any ideas why this can happen?
Thank you for great video. I would really appreciate if you could show some project where you split code on multiple files (and packages?). For example maybe some is responsible for some specific part of the project. Is it consiredered to be a different package or its all part of the same package which is "the game" ("breakout" in the video). So if there is already a some tutorial or video showcasing it, please point me out. Thank you in advance
Hi, I would say just keep the game within one package and split things into separate files. I talk a bit about it in this section of my intro to Odin blog post: zylinski.se/posts/introduction-to-odin/#opinion-use-packages-for-libraries-not-as-namespaces
I don't dislike it. I think it's useful when a procedure can end in several different ways (it uses `return` several times). Because then you can do some clean-up regardless of how it ended. But I don't think one should use everywhere just because it's possible. Using defer does make the code a bit harder to read, because you can no longer read it in a "linear way".
@@karl_zylinski makes sense. I was thinking of the times you called various rl. functions then went to the bottom of the scope to call the corresponding finalizing rl. functions
wow, I'm only 5 minutes into this video but I like how detailed you explain things. Highly appreciated and very inspiring. Please continue your tutorials on Odin!! Thank you very much!
Great educational Odin-lang resource!
Thank you so much!
you are so clear and methodical in your explanations without overdoing it! lovely tutorial.
Thanks!
Thanks a lot ❤️
This is a very interesting video coming from another programming language. I've done raylib stuff before in C#, but this is kind of interesting because I can get my feet wet with Odin, while using stuff I already know e.g raylib.
Really great content; thanks!
Thanks a lot!
Great video, thanks a lot! I really like how you break down and explain each step :)
Great code walkthrough!
I like how you explained fixed timestep physics, but in a game like this, I think it's better to just clamp "dt" to some reasonable maximum. Like slowing down time when the game can't keep up.
Can you explain this a little more?
I set my window size 1280x720 and screen size 320. But I think in my case this thing with camera and zoom (scaling logic) does not work correctly because when I move the paddle, it can reach only to the middle of the screen when I move it right.. any ideas why this can happen?
I had the same issue. I believe your window size needs to be a multiple of 32 for it to work. I used 960x960 and it worked.
Thank you for great video. I would really appreciate if you could show some project where you split code on multiple files (and packages?). For example maybe some is responsible for some specific part of the project. Is it consiredered to be a different package or its all part of the same package which is "the game" ("breakout" in the video). So if there is already a some tutorial or video showcasing it, please point me out. Thank you in advance
Hi, I would say just keep the game within one package and split things into separate files. I talk a bit about it in this section of my intro to Odin blog post: zylinski.se/posts/introduction-to-odin/#opinion-use-packages-for-libraries-not-as-namespaces
you don't like odin's `defer` keyword?
I don't dislike it. I think it's useful when a procedure can end in several different ways (it uses `return` several times). Because then you can do some clean-up regardless of how it ended. But I don't think one should use everywhere just because it's possible. Using defer does make the code a bit harder to read, because you can no longer read it in a "linear way".
@@karl_zylinski makes sense. I was thinking of the times you called various rl. functions then went to the bottom of the scope to call the corresponding finalizing rl. functions
;n; im going to sue. jk