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RazorLight ⚡ RazorLight is a fast, modern 2D game engine written in Odin,

built around a hot-reloadable ECS architecture with performance and

iteration speed as first-class goals. It combines Odin's low-level power with a data-oriented design, while

aiming to support Lua scripting for rapid gameplay iteration and

tooling.

✨ Features · 🧠 ECS-First Architecture o Built on yggsECS o Data-oriented, cache-friendly design o Systems over inheritance · 🔥 Hot Reload o Reload systems and gameplay logic at runtime o Fast iteration without restarting the engine · 🎮 2D Rendering o Powered by Karl2D o Clean, minimal rendering pipeline o Designed for pixel-perfect and modern 2D games · 🧱 Physics o Uses Box2D o Stable, battle-tested 2D physics · 🐍 Lua Scripting (Planned) o Optional high-level gameplay scripting o Safe sandboxed runtime o Designed to coexist with Odin systems · ⚙️ Odin-Native o No C++ or heavy abstractions o Predictable performance o Explicit memory management

🧩 Tech Stack Component Library

Language Odin

ECS yggsECS

Rendering Karl2D

Physics Box2D

Scripting Lua (planned)

🎯 Goals RazorLight is designed with these principles in mind: · Fast iteration over editor bloat · Explicit over magical · Runtime reloadability · Engine as a framework, not a black box · Simple core, extensible systems Best suited for: - Indie 2D games - Simulation-heavy games - Strategy,

roguelikes, and sandbox games - Developers who prefer code-first

workflows

🚧 Project Status ⚠️ Early Development / Experimental RazorLight is actively evolving. APIs may change, and some features

(like Lua integration and tooling) are still under development. Not production-ready yet --- but moving fast.

MIT License

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ECS-based 2d game engine in Odin language

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