Man, 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.
do 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
This 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.
Can 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.
I think Raylib satisfies a similar CAPABILITIES-niche to Godot...
I am _not_ talking about ease of use or interface.
For a long time Godot has not been ready for medium-large 3D releases, that is changing, but for the most part both it and Raylib are very reliable and will be perfectly good to release a 2D game with.
I'm not actually sure whether a 3D game with skinned meshes will ever be in-scope for Raylib. Wouldn't seem like it.
I 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.
I 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.
The 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.
> 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:
I 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.
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[ 4.3 ms ] story [ 31.0 ms ] thread[0] https://odin-lang.org/
I am _not_ talking about ease of use or interface.
For a long time Godot has not been ready for medium-large 3D releases, that is changing, but for the most part both it and Raylib are very reliable and will be perfectly good to release a 2D game with.
I'm not actually sure whether a 3D game with skinned meshes will ever be in-scope for Raylib. Wouldn't seem like it.
[1] https://github.com/vanyle/vectarine
> 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: