Fast. Typed.
Native.
A statically-typed language for games, systems, and graphics. No build system needed — just write code and compile. Two native backends — C transpiler and LLVM IR — both shipping. GPU compute and AI support on the roadmap.
struct Player {
name: str
health: i32
pos: vec3
}
fn main() {
var p = Player{"Alice", 100, vec3{0.0, 1.0, 0.0}}
p.health -= 10
print("Player {p.name} at ({p.pos.x}, {p.pos.y}, {p.pos.z})")
} --backend llvm — LLVM IR via clang Why GX?
A language designed for people who want modern syntax without giving up control over performance and memory.
C Performance, Modern Syntax
No garbage collector, no runtime. GX compiles to plain C, then to native code.
Two Native Backends
Ship through the bundled C transpiler for fast incremental builds, or switch to --backend llvm for LLVM-based codegen via clang. Same language, same modules, same output.
Built-in Graphics Types
Native vec2/3/4 and mat2/3/4 with operator overloading and swizzle (v.xy, v.zyx).
First-Class C Interop
Use any C library with @c_include and extern declarations. No bindings generator needed.
Compile-Time System
#if, #for, #fn, #type — conditional compilation, loop unrolling, compile-time functions, and monomorphized templates. All resolved before the C compiler sees the code.
Self-Contained Builds
@link("opengl32") in your source file — no CMake, no Makefile.
Compile-Time Reflection
@fields(T), @field(T, i), @members(E) — iterate over struct fields and enum members at compile time.
On the Roadmap
GX is in beta and actively developed. Here is what is coming next.
Interpreter Backend
A direct-execution backend for fast iteration and scripting — no C compiler round-trip. Complements the native C and LLVM backends.
GPU Compute
Run parts of your program on the GPU as compute shaders. No separate shader language, no manual dispatch. Just mark the code and go.
AI Support
Tensor types and GPU execution for machine learning workloads. Train and infer directly in GX without external frameworks.
LSP & More IDEs
Language Server Protocol for VS Code, Sublime, and other editors. IntelliJ plugin already available.
Quick Taste
Built-in math, string interpolation, and compile-time reflection.
import math
struct Vec { x:f32 y:f32 z:f32 }
fn main() {
var angle: f32 = radians(45.0)
var result = sinf(angle)
print("sin(45) = {result}\n")
print("Vec has {@fields(Vec)} fields")
} Get notified when new builds drop
GX is in active beta. Drop your email and we’ll ping you when the next compiler build, module, or editor plugin lands. No spam, just release notes.
Want the longer pitch? /beta