rlsw – Raylib software OpenGL renderer in less than 5k LOC
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Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#12Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#13Does this support CUDA?
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#14Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#15Earlier quoted context omitted.
That's an extremely snarky reply given the post is just a direct link to the header.
No, the doc-header of the header! Apologies if I wasn't clear. I just thought the GP zoomed in on the word "-style" in the first line without reading more (it's probably since it's not a full 1.1 implementation, just something which can do enough to shim a good chunk of 1.1 functions so the RL GL1.1 backend can run)
edit: I stand corrected by the downmods!
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#16Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#17Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202
but ... why?
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#18Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202
but ... why?
The default Windows installer bundles the compiler and a text editor to make poking at C to get graphics on the screen (accelerated or not) a 1 step process. Raylib is also extremely cross platform, has bindings in about every language, and has extra (also header only, 0 dependency) optional libraries for many adjacent things like audio or text rendering.
When I first started to learn C/C++ in the 2000s I spent more time fighting the IDE/Windows/GCC or getting SDL/SFML to compile than I did actually playing with code - and then it all fell apart when I tried to get it working on both Linux and Windows so I said fuck it and ignored that kind of programming for many years. Raylib is about going the opposite direction - start poking at C code (or whatever binding) and having it break and worry about the environment later when you're ready for something else.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#19Earlier quoted context omitted.
but ... why?
As someone who was once a child trying to figure out how to compile and link things to use SDL, I think there's some educational value in letting people make games without having to dive deep into how to use C++ toolchains.