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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

#15

Earlier 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)

Still, if you post a link to a roughly 5k line raw source file, rather than like, some post about it, roughly nobody is gonna read much of the file before commenting.

edit: I stand corrected by the downmods!

Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC

#17
post #16

Raylib'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?

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.

Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC

#18
post #16

Raylib'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 mantra for the library is "raylib is a simple and easy-to-use library to enjoy videogames programming." It's for hobbyist, learners, tinkerers, or just those that want to enjoy minimalistic graphics programming without having to deal with interfacing with modern machines yourself.

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

#19
post #17
post #16

Earlier 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.

If you want to do that, skip C++ entirely and just use Javascript or Python. You can get shiny things really quickly.
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