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Raylib v6.0
- forsalebypwner 5mo agoThe new software renderer looks very cool. Will have to give this a spin on an ESP32S3
- jared0x90 5mo agowhat display are you talking to ? i haven't touched an ESP in a few years, this sounds like a fun reason to dust one off.
- Gys 5mo agoFully tested and verified: ESP32-S3-BOX-3 (320x240 ILI9341, SPI) - Working M5Stack Core S3 (320x240 ILI9342C, SPI) - Working ESP32-P4 Function EV Board (1024x600 EK79007, MIPI-DSI) - Working Easy to add: Any board with ESP-BSP noglib support. Just add to board_init.c.
- forsalebypwner 5mo agoI've got a bunch of options because I get a stupid amount of free parts from work, but based on the other person who replied to you, I'd definitely recommend trying it with an ILI9341, they're super ubiquitous and competitively priced. It's probably what I will use. Nothing against the MIPI-DSI displays, but sometimes they require you to write pin definitions for like, 40 pins, it gets a little ridiculous.
- wotsdat 5mo ago[dead]
- sleepycatgirl 5mo agoMan, am I so excited. raylib is how I managed to actually.. start getting proper fun out of programming, and finally get some projects that could be considered complete, as small as they were.
- alex_x 5mo agoI'm currently building my roguelike in swift using c-interop with raylib - this brings me so much joy
- dioxide 5mo agomore info pls.
- alex_x 5mo agothere is not much to brag about yet :'( About a year ago I was curious about building an ECS-based game engine with world simulations like in dwarf fortress, but obviously at much smaller scale while playing Starfield. Something cool started to materialise after tinkering so I thought why not turn it into a space-sim roguelike with a simulated living world. I use swift because it gives me fantastic devex with all its great type inference and macros + raylib gives me cross platform input handling / rendering and window management. C-interop setup is basically instant - you point compiler to c headers and the API becomes immediately visible on swift side As for swift ergonomics, I particularly love that I can now write very readable code, like: > world.addRelation(attacker, Attacks.self, target) > world.addRelation(player, Owns.self, sword) or > for (entity, position) in world.query(Position.self).with(Health.self, Velocity.self).without(Enemy.self) {}
- kenshi 5mo agoThis sounds cool. You mentioned Swift's macros - would you mind talking a bit how you are using them?
- alex_x 5mo agoa lot of cool-looking stuff in my ECS is supported by Swift parameter packs; however, once you start using them a lot you find limits pretty soon. One example: the following wouldn't compile in swift: func query<each T, each K>( _ body: ((repeat each T), (repeat each K)) -> Void ) { ... } so you kinda work around it with extra type wrappers but this looks ugly - I've been using macros to hide some of the ugliness away xD edit: the example is oversimplified just to show the point - in this example compiler can't really tell where T ends and K starts, so its logical; but I had more complex cases where a human would've been able to infer types correctly
- boarush 5mo agoWaiting for Tsoding to do another Raylib speedrun
- metaltyphoon 5mo agoThat's his go to for "hello world" for different languages :D. I love it so much.
- vivzkestrel 5mo agodo we still need unreal engine and unity? if yes what are the things that raylib is missing that these engines have? beginner gamedev so please take it easy here
- c0balt 5mo agoThe scope/feature set of both is just quite a lot wider, from IDEs to an ecosystem of 1st and 3rd party libraries and extensions. The rendering engines and their capabilities are also quite different (with Unreal and Unity both being quite a lot more advanced).
- gmueckl 5mo agoRaylib is more of a low level runtime library than an engine. Godot, Unity, Unreal etc. come with very extensive interactive tooling for game creation. Modern engines are really about interactive content editing and collaboration in the development process. This is essentially table stakes for game development in larger teams, and comes with a lot of added internal complexity.
- techjamie 5mo agoThose engines serve a different purpose than a library like Raylib. They give you a bunch of stuff out of the box like lighting, raytracing (esp Unreal), pathfinding, and a ton of helper functions used in making a game like vector calculations. Raylib helps you draw stuff, play sound, and do the basics. But you're gonna be writing your own lighting/raytrace/pathfind/etc functions and it's ultimately going to take longer. The upside is if you need to do something very unique, all of the power to mske it reality is in your hands because Raylib isn't opinionated on how your game logic works and how it's packaged up. It's just the delivery guy to give the result to the user.
- vivzkestrel 5mo agoany helper libraries that can be used with raylib for implementing stuff like raytracing, pathfinding etc?
- runevault 5mo ago
- sibit 5mo agoThis is awesome. I don't do any graphics programming and don't really have any Raylib experience (or keep up with the projects developments) but it inspired me to begin learning C this past few months. I started building my own zero dependency software renderer (all it can do is color the background and render a spinning 2d rectangle). I'm really excited to dig into the rlsw source code later today.
- POiNTx 5mo agoCan recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/ https://odin-lang.org/
- coffeeindex 5mo agoWhat’s special about Odin when it comes to Raylib? (Genuinely curious)
- leecommamichael 5mo agoMost of my code in the last year and a half has been Odin. My personal codebase moved from C11 to Odin. I would say that Odin is just more streamlined and easier for a beginner to learn with (which is who Raylib is aimed at.) Both syntax and semantics are simpler; so much so that the (relative to C) smaller ecosystem doesn't pose a problem to learners. I like Odin because it values the low-friction of C, unlike just about every other "better C" I've tried. It adds friction where you're likely to cut yourself, and reduces friction where it matters; in places like: - having semantic modules instead of textual inclusion - having a nice build-system built in - smart bounds-checking/integer-wrapping semantics (customizable, too!) - predefined mathematical operators for things like vectors and matrices - an actually useful core library
- hresvelgr 5mo agoI think the magic is still mostly in raylib in that it's a well designed API with high composability. It feels like playing and building. Odin is special in its own right. There's no particular feature of Odin that really stands out, but where Odin outclasses every language available is that every single feature has been very thoughtfully considered and designed to have the least amount of issues. Once you work with it for a few months, it becomes obvious very quickly its vision is remarkably consistent, leading to a smooth and outright delightful development experience. I will caution, if you are the type of developer who likes to pull in lots of packages and dependencies to start a project, it's not for you. There's no package manager, and rightly so[1]. You'll have to build most high-level systems yourself. But when you realise that most frameworks and dependencies are trivial to implement by hand, this won't be a bother. If you're the kind of developer who loves building systems and doing everything yourself, you'll feel right at home. [1] https://www.gingerbill.org/article/2025/09/08/package-managers-are-evil/ https://www.gingerbill.org/article/2025/09/08/package-manage...
- phplovesong 5mo agoLooking forward to Tsoding's new 6.0 speedrun.
- bitterblotter 5mo agoI worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.
- vanyle 5mo agoI tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/vanyle/vectarine https://github.com/vanyle/vectarine
- cocodill 5mo agoAfter more then 6 hours after release, there still isn't a tsoding speedrun for it.
- diath 5mo agoThe remaining issue I have with Raylib is that the library has no concept of a Text object, so for text-heavy scenes (lots of combat damage texts in fast paced games, lots of UI elements), the library spends most of the time recalculating font glyph stuff when drawing text.
- ChickeNES 5mo agoYou should have read the post :P > NEW Text Management API: Along with the new file system functionality, a new set of text management functions has been added, also very useful for text procesing and also used in custom build systems creation using raylib. At the moment raylib includes +30 text management functions:
- diath 5mo agoI have read it, if you scroll down to the API list for the new text functions, they all relate to text (string) manipulation, not text rendering. There's still no native mechanism for caching text vertexes between frames.