examples of using opengl and glfw using odin, also one example for raylib and vulkan each
examples work but arent necessarily well done / documented
as i used this to get to know odin
resources: odin docs, bg-thompson: OpenGL-Tutorials-In-Odin, learnopengl.com
external code: ufbx, odin-ufbx
assets: my own texture, stylized-brick-002 texture, JetBrains Mono, cube / sphere / suzanne model made using blender
! from 10 onwards if you get linking errors, recompile 10_ufbx/external/ufbx/ufbx.c -> ufbx.lib / .a, see odin-ufbx
then copy that library file to any other example using ufbx
| 00_hello: default odin hello world | 01_import: using the import statement and packages |
| 02_raylib: open default window in raylib | 03_glfw: blank window in glfw |
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| 04_vulkan: blank window using vulkan | 05_triangle: opengl & glfw triangle |
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| 06_quad: opengl & glfw quad | 07_texture: opengl & glfw textured quad |
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| 08_cube: opengl & glfw rotating cube | 09_camera: free-fly camera and opengl & glfw textured cube |
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| 10_ufbx: loading .fbx file, also blinn-phong shading | 11_entities: multiple moving 3d meshes in one scene |
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| 12_normal: normal mapping | 13_cel: cel shading and shader re-compilation |
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| 14_pbr: pbr shading | 15_deferred: deferred pbr shading |
| not yet working | ![]() |
16_text: unbatched text rendering using vendor:stb/truetype |
17_microui: |
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not working |
| 18_nuklear: | 19_imgui: using L-4's bindings, see tutorial, use your own vcvarsall.bat file see 19_imgui/external/odin-imgui/IMPORTANT_README.txt |
| not working | ![]() |
- hot-reloading, video_01, video_02
- dump stack trace
- build-in
- dump stack trace
doesnt work
- tracking allocator
- temporary allocator
WIP - reflection
- get all names of struct members
- set struct members
- opengl debugging
WIP- set callback
- print location of error
- filter errors
- text rendering
- unbatched
- batched
- 3d
- sdf
- pbr
WIP - deferred shading
- tonemapping
- microui
- nuklear
- dear imgui
- debug-renderer
- fx
- anti-aliasing, fxa prob.
- bloom
- cascaded shadows
- particle system -> instanced rendering, batching, etc.
- serialization
- skeletal anim, video_01,
- figure out why loading fbx files is so slow
- asset manager
- clean up code, add comments
- physics
- ray-tracing
- intersection effect
- shader art
- paletization?
- texture optimizations
- radiance cascades














