Add Zig project example

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haxsam 2026-04-17 10:35:49 +02:00
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# Starting your raylib project with Zig (0.16.0)
## How to compile and run it
To compile the project:
```sh
zig build
```
To run the project:
```sh
zig build run
```
## Compile with different optimization
To change from debug to release build you can do it with the `-Doptimze=` flag.
```
Debug
ReleaseSafe
ReleaseFast
ReleaseSmall
```
## Choose a different platform
To compile with a different platform you can use the `-Dplatform=` flag.
Here all the options:
```
glfw
rgfw
sdl
sdl2
sdl3
memory
win32
drm
android
```
In this example the platform `sdl` and `sdl2` are not supported
Important for the android platform you also have to compile for the right target
## Compile for a different target
To compile for a different [target](https://ziglang.org/download/0.16.0/release-notes.html#Support-Table) you can use the `-Dtarget=` flag.
Not all targets are supported
## Example: Compile for web and run it
To compile for the web we use emscripten and you run it like that:
```sh
zig build -Dtarget=wasm32-emscripten
```
To run it we do:
```sh
zig build run -Dtarget=wasm32-emscripten
```
And to make a relase build we do:
```sh
zig build -Dtarget=wasm32-emscripten -Doptimize=ReleaseFast
```
If we want to use rgfw for the web build we could do:
```sh
zig build -Dplatform=rgfw -Dtarget=wasm32-emscripten -Doptimize=ReleaseFast
```
## More Resources
See [Zig Build System](https://ziglang.org/learn/build-system/)

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const std = @import("std");
const rl = @import("raylib");
pub fn build(b: *std.Build) !void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const platform = b.option(rl.PlatformBackend, "platform", "select the platform") orelse rl.PlatformBackend.glfw;
const raylib_dep = b.dependency("raylib", .{
.target = target,
.optimize = optimize,
.platform = platform,
});
const raylib_artifact = raylib_dep.artifact("raylib");
if (platform == .sdl3) {
if (b.lazyDependency("sdl3", .{ .optimize = optimize, .target = target })) |dep| {
raylib_artifact.root_module.linkLibrary(dep.artifact("SDL3"));
}
}
const options = b.addOptions();
options.addOption(rl.PlatformBackend, "platform", platform);
const exe_mod = b.createModule(.{
.target = target,
.optimize = optimize,
.link_libc = true,
});
exe_mod.addCSourceFile(.{ .file = b.path("src/core_basic_window.c") });
exe_mod.linkLibrary(raylib_artifact);
const run_step = b.step("run", "Run the app");
// web exports are completely separate
if (target.query.os_tag == .emscripten) {
const emsdk = rl.emsdk;
const wasm = b.addLibrary(.{
.name = "raylib_testing",
.root_module = exe_mod,
});
const install_dir: std.Build.InstallDir = .{ .custom = "web" };
const emcc_flags = emsdk.emccDefaultFlags(b.allocator, .{ .optimize = optimize });
const emcc_settings = emsdk.emccDefaultSettings(b.allocator, .{ .optimize = optimize });
const emcc_step = emsdk.emccStep(b, raylib_artifact, wasm, .{
.optimize = optimize,
.flags = emcc_flags,
.settings = emcc_settings,
.shell_file_path = emsdk.shell(raylib_dep),
.install_dir = install_dir,
});
b.getInstallStep().dependOn(emcc_step);
const html_filename = try std.fmt.allocPrint(b.allocator, "{s}.html", .{wasm.name});
const emrun_step = emsdk.emrunStep(
b,
b.getInstallPath(install_dir, html_filename),
&.{},
);
emrun_step.dependOn(emcc_step);
run_step.dependOn(emrun_step);
} else {
const exe = b.addExecutable(.{
.name = "core_basic_window",
.root_module = exe_mod,
});
b.installArtifact(exe);
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
run_step.dependOn(&run_cmd.step);
}
}

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.{
.name = .example,
.version = "0.0.1",
.minimum_zig_version = "0.16.0",
.paths = .{""},
.dependencies = .{
.raylib = .{
.path = "../../",
},
.emsdk = .{
.url = "git+https://github.com/emscripten-core/emsdk?ref=4.0.9#3bcf1dcd01f040f370e10fe673a092d9ed79ebb5",
.hash = "N-V-__8AAJl1DwBezhYo_VE6f53mPVm00R-Fk28NPW7P14EQ",
},
.sdl3 = .{
.url = "git+https://codeberg.org/7Games/zig-sdl3?ref=master#6d418ef3ddae99098414a96a88bf5e5fdb41785e",
.hash = "sdl3-0.1.9-NmT1QwiEJwByePqkmArtppCHQn8Y7kiSWcncT_Mop8ie",
.lazy = true,
},
},
.fingerprint = 0x6eec9b9f1a9d7aca,
}

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/*******************************************************************************************
*
* raylib [core] example - Basic window (adapted for HTML5 platform)
*
* This example is prepared to compile for PLATFORM_WEB and PLATFORM_DESKTOP
* As you will notice, code structure is slightly different to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Program main entry point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}