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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