Odin would very likely be a great choice for the stuff that you're trying to do. It's a very straight forward language and has a "vendor" (https://pkg.odin-lang.org/vendor/) part of the libraries shipped with the compiler that has lots of bindings for gamedev-related things, i.e. OpenGL, Vulkan, DirectX, glfw, stb libraries, some audio libraries, etc.
On top of that it has swizzling in the language, some automatic array programming features and a standard set of modern niceties like good tagged union support, custom allocators that are standardized, and so on. It's a nice language for pretty much any use case when you want good fundamentals and straight forward solutions without much magic but for gamedev I don't think there's a C/C++ alternative that is as well suited as Odin overall.
If you want a brief (but enough to get me excited about trying Odin out) overview of the language you can find one here: https://odin-lang.org/docs/overview/
P.S. I've written a few posts on HN about what I like about Odin in more detail so I won't reiterate those things exactly here, but one of them is recent so you can find it in my comment history.
Argh, Odin looks so close to perfect for me. The vendor libraries look fantastic. But I'm working up to deploying on Android and using OpenXR. There's support and/or examples of that for C++ and Rust, and I could probably get Zig working either by cross compilation or by exporting to C. But I don't see any documentation or examples for cross compilation for Odin, and that use case seems to fall just outside the range of its built-in batteries.
I wouldn't know about Android, really, but I do know that there is some discussion right now about how some consoles are off limits due to not being allowed to ship non-C/C++ code to them and this will be addressed by compiling Odin to a subset of C in the future if I remember correctly.
I would probably inquire on the Odin discord server about this particular thing as it's very likely someone has already stumbled upon it: https://discord.com/invite/sVBPHEv
On top of that it has swizzling in the language, some automatic array programming features and a standard set of modern niceties like good tagged union support, custom allocators that are standardized, and so on. It's a nice language for pretty much any use case when you want good fundamentals and straight forward solutions without much magic but for gamedev I don't think there's a C/C++ alternative that is as well suited as Odin overall.
If you want a brief (but enough to get me excited about trying Odin out) overview of the language you can find one here: https://odin-lang.org/docs/overview/
P.S. I've written a few posts on HN about what I like about Odin in more detail so I won't reiterate those things exactly here, but one of them is recent so you can find it in my comment history.