Project 4: 2D Game with Raylib

A complete 2D game (like a platformer or top-down shooter) using Odin’s official Raylib bindings, demonstrating game loops, input handling, sprite rendering, and basic physics.

Quick Reference

Attribute Value
Primary Language Odin
Alternative Languages C, Zig
Difficulty Level 2: Intermediate
Time Estimate 2 weeks
Knowledge Area Game Development / Graphics
Tooling Raylib (built-in Odin bindings)
Prerequisites Basic game development concepts, Project 2 (Vector Math)

What You Will Build

A complete 2D game (like a platformer or top-down shooter) using Odin’s official Raylib bindings, demonstrating game loops, input handling, sprite rendering, and basic physics.

Why It Matters

This project builds core skills that appear repeatedly in real-world systems and tooling.

Core Challenges

  • Game loop structure → maps to Odin program structure
  • Resource management with defer → maps to RAII-like patterns in Odin
  • Entity management → maps to struct design and slices
  • Input and collision → maps to practical Odin coding

Key Concepts

Real-World Outcome

$ odin run platformer -o:speed

[Window opens showing a 2D platformer game]

Features demonstrated:
- Smooth player movement with acceleration/friction
- Gravity and jumping physics
- Tilemap rendering with camera following
- Enemy AI with state machines
- Particle effects for dust/explosions
- Sound effects and music
- Pause menu with settings

Controls:
- Arrow keys / WASD: Move
- Space: Jump
- Escape: Pause

Debug overlay (F1):
  FPS: 144
  Entities: 47
  Draw calls: 23
  Memory: 2.3 MB

Implementation Guide

  1. Reproduce the simplest happy-path scenario.
  2. Build the smallest working version of the core feature.
  3. Add input validation and error handling.
  4. Add instrumentation/logging to confirm behavior.
  5. Refactor into clean modules with tests.

Milestones

  • Milestone 1: Minimal working program that runs end-to-end.
  • Milestone 2: Correct outputs for typical inputs.
  • Milestone 3: Robust handling of edge cases.
  • Milestone 4: Clean structure and documented usage.

Validation Checklist

  • Output matches the real-world outcome example
  • Handles invalid inputs safely
  • Provides clear errors and exit codes
  • Repeatable results across runs

References

  • Main guide: LEARN_ODIN_PROGRAMMING_LANGUAGE.md
  • “Game Programming Patterns” by Robert Nystrom