Raylib v6.0
github.com
Raylib v6.0
1–10 of 43 posts
Re: Raylib v6.0
#2The new software renderer looks very cool. Will have to give this a spin on an ESP32S3
Re: Raylib v6.0
#3[dead]
Re: Raylib v6.0
#4Man, 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.
Re: Raylib v6.0
#5I'm currently building my roguelike in swift using c-interop with raylib - this brings me so much joy
Re: Raylib v6.0
#6Waiting for Tsoding to do another Raylib speedrun
Re: Raylib v6.0
#7I'm currently building my roguelike in swift using c-interop with raylib - this brings me so much joy
more info pls.
Re: Raylib v6.0
#8Waiting for Tsoding to do another Raylib speedrun
That's his go to for "hello world" for different languages :D. I love it so much.
Re: Raylib v6.0
#9do 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
Re: Raylib v6.0
#10do 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
The 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).