Making d actually usable by ai

Serg Gini kornburn at yandex.ru
Fri Aug 7 08:55:57 UTC 2026


On Friday, 7 August 2026 at 08:33:51 UTC, monkyyy wrote:
> On Thursday, 6 August 2026 at 18:44:56 UTC, Steven If I did it 
> 10000 times odin was a 1 layer file hierarchy 99% and dlang was 
> a 3(or greater) layer file hierarchy 99% of the time, would you 
> really care?

```
I want to make a raylib project in odin write the first 5 steps 
and a style guide

Here's a practical starting point for an Odin + raylib project 
that is easy to grow into a larger game.

First 5 Steps
1. Create the project structure
my_game/
├── src/
│   ├── main.odin
│   ├── game.odin
│   ├── player.odin
│   └── renderer.odin
├── assets/
│   ├── textures/
│   ├── audio/
│   ├── fonts/
│   └── shaders/
├── build/
├── third_party/
└── README.md

Goal

Keep source separate from assets.
Avoid putting generated files in the repository
```

But what is your goal?
You can't control other's AI..
We don't know the train data sample.

I would suggest you to train your own model and use it :)


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