A relatively easy-to-pick, simple, and straightforward package that developers can use in order to write graphic applications in Zig.
You can use Zest in your zig project by fetching it as follows:
zig fetch --save git+https://github.com/mmoehabb/zest.gitAnd then add it as an import in your exe root module:
const exe = b.addExecutable(.{
.name = "your-project",
.root_module = exe_mod,
});
const zest_dep = b.dependency("zest", .{
.target = target,
.optimize = optimize,
});
const zest_mod = zest_dep.module("zest");
exe.root_module.addImport("zest", zest_mod);Make sure to install SDL3 first.
First ensure to install SDL3 on your machine, and Zig of course. Choose any example file in the examples directory, and then run it with the following command:
Note: compatible only with zig versions ^0.16.0
zig build example:<example-filename>For instance:
zig build example:moving-boxYou may also run examples via luci. Which is a simple CLI tool that simplifies and unifies running CLI commands across different platforms.
I bet if you gave the code a look, you'd already know how to extend it and make a functional game with Zest. Here's the moving-box zig file:
const zest = @import("zest");
const std = @import("std");
pub fn main(init: std.process.Init) !void {
const allocator = init.gpa;
// Define and add plugins
var eventManager = zest.plugins.EventManager.init(allocator);
defer eventManager.deinit();
try zest.modules.PluginManager.init(allocator);
try zest.modules.PluginManager.add(&eventManager, "EventManager"); // Required by the Movement Script
defer zest.modules.PluginManager.deinit();
// Create a drawable object
var rect = zest.drawables.Rect.new(
.{ .w = 20, .h = 20, .d = 1 },
.{ .g = 255 },
);
var rect_drawable = rect.toDrawable();
var obj = zest.modules.Object.init(allocator, .{
.name = "GreenBox",
.position = .{ .x = 20, .y = 20, .z = 1 },
.rotation = .{ .x = 0, .y = 0, .z = 0 },
.drawable = &rect_drawable,
});
defer obj.deinit();
// Add movement script to the object
var movement = zest.scripts.Movement{ .velocity = 5, .smooth = true };
try obj.addScript(@constCast(&movement.toScript()));
// Create a scene and add the obj into it
var scene = zest.modules.Scene.init(allocator);
defer scene.deinit();
try scene.addObject(&obj);
// Create a screen, attach the scene to it, and open it
var screen = try zest.modules.Screen.init(.{
.title = "Simple Game",
.width = 320,
.height = 320,
.rate = 1000 / 60,
});
defer screen.deinit();
screen.setScene(&scene);
try screen.open();
}You may add as many objects as you want in the scene, you can easily add different functionalities and behaviour to your objects by adding scripts into them; you may use Zest pre-defined drawables and/or scripts or write your own ones as follows:
The Rect Drawable:
const zest = @import("zest");
pub const Rect = struct {
dim: zest.types.common.Dimensions,
color: zest.types.common.Color = .{},
_draw_strategy: zest.modules.DrawStrategy = zest.modules.DrawStrategy{
.draw = draw,
.destroy = destroy,
},
pub fn new(dim: zest.types.common.Dimensions, color: zest.types.common.Color) Rect {
return Rect{
.dim = dim,
.color = color,
};
}
pub fn toDrawable(self: *Rect) zest.modules.Drawable {
return zest.modules.Drawable{
.dim = self.dim,
.color = self.color,
.drawStrategy = &self._draw_strategy,
};
}
fn draw(
_: *zest.modules.Drawable,
_: *const zest.modules.DrawStrategy,
renderer: *zest.sdl.SDL_Renderer,
p: zest.types.common.Position,
_: zest.types.common.Rotation,
dim: zest.types.common.Dimensions,
) !void {
if (!sdl.c.SDL_RenderFillRect(renderer, &sdl.c.SDL_FRect{
.x = p.x,
.y = p.y,
.w = dim.w,
.h = dim.h,
})) return error.RenderFailed;
}
fn destroy(
_: *zest.modules.Drawable,
_: *const zest.modules.DrawStrategy,
) void {}
};The Movement script:
const zest = @import("zest");
pub const Movement = struct {
velocity: f32 = 5,
smooth: bool = true,
_script_strategy: zest.modules.ScriptStrategy = zest.modules.ScriptStrategy{
.start = start,
.update = update,
.end = end,
},
_last_pressed: zest.types.event.Key = .Unknown,
pub fn toScript(self: *Movement) zest.modules.Script {
return modules.Script{ .strategy = &self._script_strategy };
}
fn start(_: *zest.modules.Script, _: *zest.modules.Object) void {}
fn update(s: *zest.modules.Script, o: *zest.modules.Object) void {
const obj = o;
const self = @as(*Movement, @constCast(@fieldParentPtr("_script_strategy", s.strategy)));
var em = o.*._scene.?.screen.?.em;
if (self.smooth) {
if (em.isKeyDown(.W)) obj.position.y -= self.velocity;
if (em.isKeyDown(.S)) obj.position.y += self.velocity;
if (em.isKeyDown(.D)) obj.position.x += self.velocity;
if (em.isKeyDown(.A)) obj.position.x -= self.velocity;
return;
}
// ...
}
fn end(_: *zest.modules.Script, _: *zest.modules.Object) void {}
};Moreover, you may access SDL indirectly from Zest, and use SDL facilities in your scripts:
const sdl = @import("zest").sdl;
sdl.SDL_RenderFillRect(...);This guide provides brief instructions for installing SDL3 on various operating systems.
Generated by Grok; with further, manual, modifications.
-
Using vcpkg:
vcpkg install sdl3 vcpkg install sdl3_ttf vcpkg install sdl3_image
-
Manual Installation:
- Download the SDL3 development libraries from libsdl.org.
- Extract the archive and add the
includeandlibdirectories to your compiler's include and library paths. - Ensure
SDL3.dllis in your executable's directory or system PATH.
-
Using Homebrew:
brew install sdl3 brew install sdl3_ttf brew install sdl3_image
-
Manual Installation:
- Download the SDL3 DMG from libsdl.org.
- Copy
SDL3.frameworkto/Library/Frameworksor your project directory. - Link against the framework in your build configuration.
-
Using apt:
sudo apt-get update sudo apt-get install libsdl3-dev sudo apt-get install libsdl3_ttf-dev sudo apt-get install libsdl3_image-dev
-
Manual Installation:
- Install SDL3
wget https://github.com/libsdl-org/SDL/releases/download/release-3.2.26/SDL3-3.2.26.tar.gz tar -xf SDL3-3.2.26.tar.gz mkdir ./SDL3-3.2.26/build cd ./SDL3-3.2.26/build cmake .. cmake --build . --parallel $(nproc) sudo cmake --install .
- Install SDL3_ttf
wget https://github.com/libsdl-org/SDL_ttf/releases/download/release-3.2.2/SDL3_ttf-3.2.2.tar.gz tar -xf SDL3_ttf-3.2.2.tar.gz mkdir ./SDL3_ttf-3.2.2/build cd ./SDL3_ttf-3.2.2/build cmake .. cmake --build . --parallel $(nproc) sudo cmake --install .
- Install SDL3_image
wget https://github.com/libsdl-org/SDL_image/releases/download/release-3.2.4/SDL3_image-3.2.4.tar.gz tar -xf SDL3_image-3.2.4.tar.gz mkdir ./SDL3_image-3.2.4/build cd ./SDL3_image-3.2.4/build cmake .. cmake --build . --parallel $(nproc) sudo cmake --install .
-
Using dnf:
sudo dnf install SDL3-devel sudo dnf install SDL3_ttf-devel sudo dnf install SDL3_image-devel
-
Using paru:
paru -S sdl3 paru -S sdl3_ttf paru -S sdl3_image
- Run
pkg-config --libs --cflags sdl3to check if SDL3 is correctly installed and accessible. - Ensure your build system (e.g., Zig) can find SDL3 by linking with
-lSDL3.
For detailed instructions or troubleshooting, visit the SDL3 documentation.
- Add loop, pause and volume settings in the AudioPlayer.
- Make scenes behave like cameras; they can zoom in and out, and move in the four directions.
- Implement a drawable for each common geometric shape.
- Implement interactive UI drawables: Button, TextInput, Select, and Checkbox.
- Implement SVG Drawable.
- Improve getObjectByName & getObjectsByTag methods in the scene module, by adding memoization.
NOTE: the memo should be invalidated as well when child objects are added to scene objects.
- Implement Rigidbody script; it should, at minimum, specify the mass of the object, detect collisions, and apply gravity.
- Implement Collision script; any two objects with this script, and one of them is a rigid-body, they shall not overlap.
- Implement AudioSource and AudioListener scripts. The general idea is that whenever an AudioSource
commence to play an audio, it searches for an AudioListener in the same scene. Once it find one, it plays
the audio with the volumes of its channels twisted according to the distance between the two objects (one
carries the source, and another carries the listener). - Write Animation and Animator scripts.
- Write SVG Example.
- Write UI Example.
- Develop a Pong game.
- Develop a Sokoban game.
