The October 2025 development log for the Parin engine brings a host of significant updates, primarily focusing on architectural improvements, API simplification, and enhanced developer experience.
Advanced Backend Support
A major highlight of this past month was the intensive work on implementing robust backend support. This initiative introduces the flexibility to interchange Parin’s underlying platform layer, moving beyond its current reliance on raylib. The shift necessitated fundamental breaking changes, pushing Parin towards a more abstract and modular design.
In practice, engine resources like Texture, Font, Sound, and Viewport are now represented solely by unique IDs. The chosen backend is then responsible for managing these IDs and their associated functionalities. For instance, the traditional Viewport structure has been replaced by a ViewportId. Similar to other ID-based resources, new IDs are acquired via dedicated load* functions. This new system not only improves resource safety by mitigating state-related bugs but also streamlines the Parin API by standardizing resource management.
This architectural evolution paves the way for future integration with diverse platform layers such as SDL, PixelPerfectEngine, and potentially even Godot. While a Godot backend would be a substantial undertaking due to its unique design, it remains a feasible and exciting long-term possibility on the “for fun” development roadmap.
API Streamlining and Deprecation Clean-up
The extensive backend changes provided an opportune moment to declutter the API by removing deprecated names and functions that had accumulated for backward compatibility. For example, the alias format for the fmt function is no longer supported.
Loading functions have also undergone refinement. They now accept absolute paths and consistently return values directly, rather than sometimes wrapping them in optional types. In scenarios where loading fails, a “null” value is returned, and detailed error information can be retrieved using the lastLoadOrSaveFault function. This approach mirrors Godot’s error handling and has proven to be an effective strategy for game development.
The next significant round of deprecation removals is slated for the upcoming 0.2.0 release.
Zero External Dependencies
After considerable deliberation, the decision was made to vendor all of Parin’s dependencies. This means that Parin can now be built by simply cloning the repository, eliminating the need for external dependency management tools like DUB or Git. This move is driven by a preference for simplicity and immediate usability.
The rationale behind this change is not an aversion to package managers, but rather a desire for a more straightforward development ecosystem. The ability to download and immediately use Parin enhances the overall experience by simplifying building, searching (grepping), and understanding (grokking) the codebase. This approach benefits both DUB users and those who prefer not to use it, fostering a more universally accessible and less complex environment.
Rest assured, this decision is a pragmatic one focused on user experience, not a “package-manager-are-evil” manifesto.
Enhanced Documentation and Code Clarity
Significant effort was also directed towards refining the codebase and improving documentation. Sections of math.d, ascii.d, and engine.d were refactored to ensure a more logical function order, and numerous previously undocumented code segments now feature comprehensive comments. These improvements are designed to make understanding the engine much easier for developers.
Furthermore, the Parin cheatsheet received a structural update. It now incorporates the first line of each function’s documentation comment, transforming it into an even more practical resource for quick reference and information retrieval.
Looking Ahead
Parin currently stands in a strong position, largely free of bugs and offering a refined experience for the specific types of games the developer intends to create. Future development efforts will likely concentrate on Parin UI, WebAssembly scripting capabilities, and potentially shader implementations. Consequently, the next Parin devlog is anticipated to have a longer release cycle.
Developers are encouraged to explore the latest version of Parin and share their feedback and thoughts in the GitHub discussions.