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		<title>Game Development on Clemens Schotte</title>
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			<copyright>Copyright by Clemens Schotte.</copyright>
		
		
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				<title>Fixing Odin and Raylib on macOS: The Git LFS Problem</title>
				<link>https://clemens.ms/odin/</link>
				<pubDate>Thu, 16 Jul 2026 00:00:00 +0000</pubDate><author>clemens@navatron.com (Clemens Schotte)</author>
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				<description>&lt;p&gt;I recently started rewriting &lt;a href=&#34;https://clemens.ms/caverace/&#34; rel=&#34;&#34;&gt;CaveRace&lt;/a&gt;, a game I originally built in C in 1997. The old version was written for MS-DOS using Borland C, VGA Mode 13h graphics, and a little x86 assembly. Rewriting it is a good excuse to revisit the game and experiment with a modern systems programming language.&lt;/p&gt;&#xA;&lt;p&gt;For this version, I chose &lt;a href=&#34;https://odin-lang.org/&#34; target=&#34;_blank&#34; rel=&#34;noopener noreffer &#34;&gt;Odin&lt;/a&gt; together with &lt;a href=&#34;https://www.raylib.com/&#34; target=&#34;_blank&#34; rel=&#34;noopener noreffer &#34;&gt;Raylib&lt;/a&gt;. Odin feels familiar when coming from C, and its official &lt;code&gt;vendor&lt;/code&gt; collection already includes Raylib bindings and native libraries. In theory, getting a window on the screen should be as simple as importing Raylib:&lt;/p&gt;</description>
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