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I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a
by BoysenberryPi 6y ago
I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This makes working with Raylib a very hacky, trial and error experience which just constantly reminded me of the phrase "do you want to make a game or a game engine?" I want to make games so I stopped using Raylib and moved on.
- zamadatix 6y agoI think it's an important distinction - it's "easy to use" as in you can put things on the screen, play sound, etc without having to read documentation or deal with boilerplate logic/steps longer than the custom code needed. It's not "easy to use" as in Unity where you want to have some complex physics apply to some premade models with certain rendering effects so you learn where to go to get each of those things and how to drop them in together and bam you have a significant portion of a game made for you. I.e. if you're goal is to make a more advanced game with some polish no it's not great. On the other hand if your goal is to get some simple stuff to appear on the screen in the way you want and interact with it it's great.
- BoysenberryPi 6y agoI get what you're saying and I agree up to a point but I don't necessarily believe the distinction is necessary. LOVE2D is very "easy to use", easier than Raylib in my opinion, and probably has the most extension documentation I've seen for a game framework. https://love2d.org/wiki/Main_Page https://love2d.org/wiki/Main_Page
- anothernewdude 6y agoYeah, I liked it too, right up until I tried to run some games made in it and they wouldn't run because my runtime was too new.
- je42 6y agoi like about love2d that it doesn't prescribe certain way of setting up your code / pipeline. projects like defold / godot a pretty neat but they are more opionionated: they have a hierarchal structure.
- loloquwowndueo 6y agoMust be the “git gud” philosophy :)
- Rickasaurus 6y agoWhat did you move on to?
- niceairport 6y agonot OP, but I've tinkered with game development before, mainly for game jams, and Godot was by far my favourite engine to work in.
- frashelaw 6y agoThere is a discord server where the developer is very active, you can join and ask your questions to contributors directly, in my experience they are very friendly and eager to help!
- creamytaco 6y agoDiscord servers are no substitute for documentation. I've found that avoiding projects with that mentality is a good heuristic that keeps me from wasting my time.
- Flex247A 6y agoThis so much! This is the main reason why I left using raylib. Whenever you ask about the documentation, the function cheatsheet was mentioned. Eventually I got tired of figuring it out, which sometimes took a lot of time.