How is Zig working out after 3 years and 100k lines of game code? @MadrigalGames
How is Zig working out after 3 years and 100k lines of game code?  @MadrigalGames
Uploaded July 2026 | Updated September 2026, 1 week ago
So, I am making a game using Zig. How is that working out?

Wishlist Traction Point on Steam: store.steampowered.com/app/1485840/Traction_Point
Join the Discord Server: discord.gg/k8CxSpsCnB
Live stream channel: youtube.com/@MadrigalGamesLive
How I made my Zig gameplay code hot reloadable: madrigalgames.com/blog/how-i-made-my-zig-gameplay-code-hot-reloadable
How I made Traction Point moddable using Zig and WebAssembly: madrigalgames.com/blog/how-i-made-traction-point-moddable-using-zig-and-webassembly
Traction Point Modding: github.com/MadrigalGames/TractionPointModding
zig-gamedev: github.com/zig-gamedev

00:00:00 Intro
00:02:22 Zig is still not at 1.0
00:04:21 My weird codebase
00:08:30 The everyday coding experience
00:20:56 Windows support
00:27:25 Debugger support
00:33:24 Hot-reloading
00:38:00 Memory allocators
00:41:55 Comptime is (still) awesome!
00:49:43 Error handling in zig
00:59:05 Using zig for mods
01:01:26 Sandboxing with WASM
01:06:33 A little stroll through the std library
01:11:00 ZLS
01:15:49 Getting help online
01:19:19 Misc things
01:23:10 Conclusion
How is Zig working out after 3 years and 100k lines of game code?byProd Tutorial - Part 4: Event Properties & Asset Managementtransmission006Porting my renderer to Vulkan - Part 12 of 12 - The hard work paid offModeling the truck⚡C++/C#/Zig GameDev Live #73Introducing Timbre - My new game audio systemTraction Point gamedev Live #34⚡Custom Engine, Zig, C++, BlenderPorting my renderer to Vulkan - Part 2 of N - The foundationPorting my renderer to Vulkan - Part 11 of N - Queues and command bufferstransmission013 - fun with bitpacking in zigWrapping up the D3D12 work⚡C++/C#/Zig Gamedev Livetransmission003
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How is Zig working out after 3 years and 100k lines of game code?

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