I've been writing C for over a decade, and C++ for longer than I care to admit. When I first heard about Odin, I rolled my eyes - another "better C" that would probably disappear in six months. I was wrong.
The Problem With Everything Else
C is great if you enjoy segfaults and spending hours debugging buffer overflows. C++ is powerful if you like deciphering compiler errors that span three screens and having to understand template metaprogramming just to use the standard library.
Rust promises memory safety but forces you to fight the borrow checker every time you want to share data between threads. Go decided garbage collection was fine for systems programming. Swift tried to be everything to everyone and ended up being nothing to most.
Then there's Odin.
What Actually Works
Ginger Bill (the guy who made it) got tired of C++ bullshit sometime in 2016 and decided to fix it. Instead of adding more features on top of decades of cruft, he started fresh with one goal: make C not suck.
The result feels like what C would be if it was designed by someone who actually has to maintain production code:
Memory management that makes sense: You want memory? Call `make()`. Done with it? Call delete()
. No hidden allocations, no mystery performance hits, no fighting a borrow checker.
Dynamic arrays that work: Need a growing array? Use `[dynamic]int`. Want to add stuff? Use append()
. It's not rocket science.
Error handling without exceptions: Functions return multiple values. If something fails, you get both the result and the error. Use `or_return` to bubble errors up. Clean and obvious.
The SOA Thing Actually Matters
Here's where Odin gets interesting - they built Structure of Arrays (SOA) support right into the language. Instead of having an array of structs scattered all over memory, you can flip it to struct-of-arrays with `#soa` and get actual cache performance.
I tried this on a particle system with 100k particles. Just adding #soa
to the array declaration cut frame time by 40%. No code changes, no manual data layout optimization, just better defaults.
Production Reality Check
JangaFX makes professional VFX software used by AAA game studios and movie companies. Their entire product line - EmberGen, GeoGen, LiquiGen - is written in Odin. When Bethesda and Warner Bros are using your tools in production, that's not a hobby project anymore.
Their CEO streams the development on Twitch. You can literally watch them fix bugs and add features in real time. It's either really transparent or completely insane, depending on your perspective.
The Rough Edges
Let's be honest - it's pre-1.0, which means breaking changes will occasionally ruin your weekend. The debugging experience on Linux is broken (use Windows or pray to the GDB gods). Documentation has gaps, and the package ecosystem is basically "here's some bindings to popular C libraries."
The compiler rebuilds everything every time, which is annoying for larger projects. IDE support exists but feels like 2015-era tooling. If you need enterprise support contracts, look elsewhere.
But if you're building games, simulations, or anything where you need C-level performance without C-level pain, it's worth trying. The learning curve is maybe a week if you know C.