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machin-gamedev

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UpdatedJune 29, 2026 at 19:44

Build native games and interactive desktop/terminal apps in machin (MFL) — the canonical setup, build-and-verify workflow, raylib C-FFI surface, audio, and the hard-won caveats/gotchas. Use when writing or debugging a machin game (terminal TUI or raylib GUI), or any machin program that draws a window, plays sound, or reads real-time input. Covers terminal TUI, raylib GUI/audio, 3D cameras, GPU meshes (pointer/array FFI), instancing, shaders, procedural worlds (noise), fixed-timestep sim loops, a pure-MFL math3d module (Vec3), verlet physics (position-based dynamics, constraint relaxation, collision), rlgl point-cloud rendering (RL_POINTS for particle systems and star fields), ballistic physics (gravity + quadratic drag + wind, trajectory prediction), and first-person player controllers (walking, jumping, platform stepping, object pushing, walk/fly toggle). Distilled from machin-game-demo-snake / -2048 / -flappy / -simon / -3d / -terrain / -planet / -cyberpunk / -solar / -physics / -galaxy / -ballistics / -pla

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