¡Vamos vamos!
¡Directo cortísimo en el que te echamos una mano a llevar a cabo tus proyectos!

¡Vamos vamos!
¡Directo cortísimo en el que te echamos una mano a llevar a cabo tus proyectos!
I changed the Animation implementation in my raylib game, and I can't but notice my iGPU going up to 90% when running a simple coin spinning...
I'm turning vsync in the window to see if it solves the issue, otherwise I'm cooked.
I'm happy to finally make some progress with #raylib after a while doing mostly short experiments or staring at the screen asking myself what the hell am I doing.
Now my main goal is to re-implement animation because I did it horribly, work on physics, and then try raytmx integration.
My lil' engine is going somewhere weeeee!
personally I would have shortened "compound literal" to something other than "cliteral"
#raylib
So after months of procrastination, I finally got around to finishing my game. Finishing as in, implementing the features that I initially set out to implement. Still room for A LOT of improvement though.
@playmedusa @landelare #raylib is amazing!
But be aware that it is not a game engine, adjust your expectations accordingly.
I wrote an smol #raylib binding for #bunjs. On the Surface it's not reinventing the wheele, besides of two goodies:
First: I use copy by value for the textures. No hidden pointers.
Second: The entire binding is generated ON RUNTIME due to my upcomming 'bunfigen' lib.
Right now bunfigen is made to accept bun-ffi alike defs as input. But soon, I want to just push an C-Stylish header file into it and everything will just work like magic. Allowing on the fly bindings for everyone.
Since there aren't many #Odin and #Raylib compute shader examples around, I decided to make my learning repo public: https://github.com/missinglinks/odin_compute_shader_playground
The code is probably quite messy, as half the time I'm guessing things, but hopefully, it might still be helpful to others :D
(The final boid example runs with 40,000 agents without any optimization.)
I picked up a #roguelike project I hacked on around 2023, although some experiments goes back as far as 2016.
Mostly just made it compile again. The video shows several features like fov, ai, animations and logging.
It is made using #CommonLisp and #raylib
Today i'm announcing Scrap, a new visual programming language similar to Scratch or its forks, but with more advanced capabilities.
The program is written in pure C using raylib. For now the language is interpreted, but in the future i will make it compiled probably through LLVM.
Source code is here: https://github.com/Grisshink/scrap (There are also releases here: https://github.com/Grisshink/scrap/releases)
@heroicthehobbyist Use a library like https://www.raylib.com/ which probably has bindings for whatever programming language you are already familiar with.
#raylib is pretty lightweight, runs on potato hardware, is pretty simple to use and quick to get a project up and working.
If you are intrigued, make sure to check out the sample projects and to use the cheatsheet (it's all there in the website)
PS: I'm not a paid spokesman for raylib, LOL I just really like it!
Meet raymond, the raylib fella!
#Raylib on the other hand was a literal one liner with no extra configuration to get it to generate the FFI bindings.
I also just learned that `autowrap:c-include` is a macro which I can expand to see, so time to throw down with the errors!
Big milestone! "Final" update on my RPG demo written in C++ and #raylib. It's all feature-complete now. So, minus some polish, this is it :). Made my own UI library, pathfinding system, asset pipeline, dialog/quest system with a markup language, + more. It's been tough but fun!