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Hey, I've been checking out raylib on and off for some time. I'm currently making an isometric pixel art game using SFML [0]. Technically this is not possible
by YesBox 3y ago
Hey, I've been checking out raylib on and off for some time.
I'm currently making an isometric pixel art game using SFML [0]. Technically this is not possible since SFML does not use a depth buffer/z value, but I found a way around this.
I still feel limited in SFML in many ways, like being forced to use the color channels to pass custom codes to the GPU for shaders (while still needing to use color)
Is it possible to setup a custom vertex array in raylib? Beyond world pos, texture pos, and color, is it easy to pass additional information to the GPU for customizing assets in the shader?
Most (all?) of the examples I've see are 3D, but I imagine raylib would have no problem handling a 2D game? Or is specifically designed for 3D and 2D is an afterthought/non-existant?
[0] https://twitter.com/YesboxStudios/status/1676924625912045568 https://twitter.com/YesboxStudios/status/1676924625912045568
- raysan 3y agoActually, afaik most raylib users use it for 2d games/tools; it has a batching system to minimize draw calls that works very good with sprites (but also used with 3d shapes). About shaders, raylib provides a Mesh structure with some predefined vertex attribute arrays but you can use them for custom data if required. Also, you can use the lower-level library rlgl for a more fine grain control over the buffers.