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Raylib, a simple and easy-to-use library to enjoy videogame programming

raylib.com

11–20 of 37 posts

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#11
I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This makes working with Raylib a very hacky, trial and error experience which just constantly reminded me of the phrase "do you want to make a game or a game engine?" I want to make games so I stopped using Raylib and moved on.

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#12
I'm currently using Rend3 [1] for that sort of thing. This is still in development, but it's far enough along to do reasonable work. This is for high-performance 3D using Vulkan, and it's all in Rust. It's for when you just need the rendering part and don't need all the extras of UE4 or Unity. The big win over raw Vulkan is that the Rust system handles the GPU memory management, which is otherwise a huge headache.

[1] https://crates.io/crates/rend3

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#13

I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This make…

I think it's an important distinction - it's "easy to use" as in you can put things on the screen, play sound, etc without having to read documentation or deal with boilerplate logic/steps longer than the custom code needed. It's not "easy to use" as in Unity where you want to have some complex physics apply to some premade models with certain rendering effects so you learn where to go to get each of those things and how to drop them in together and bam you have a significant portion of a game made for you.

I.e. if you're goal is to make a more advanced game with some polish no it's not great. On the other hand if your goal is to get some simple stuff to appear on the screen in the way you want and interact with it it's great.

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#14

I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This make…

I think it's an important distinction - it's "easy to use" as in you can put things on the screen, play sound, etc without having to read documentation or deal with boilerplate logic/steps longer than the custom code needed. It's not "easy to use" as in Unity where you want to have some complex physics apply to some premade models with certain rendering effects so you learn where to go to get each of those things and…

I get what you're saying and I agree up to a point but I don't necessarily believe the distinction is necessary. LOVE2D is very "easy to use", easier than Raylib in my opinion, and probably has the most extension documentation I've seen for a game framework.

https://love2d.org/wiki/Main_Page

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#15

I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This make…

Must be the “git gud” philosophy :)

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#16

I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This make…

What did you move on to?

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#18

I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This make…

There is a discord server where the developer is very active, you can join and ask your questions to contributors directly, in my experience they are very friendly and eager to help!

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#19
post #7

So,.i went to check out the dlang bindings on the bindings page https://github.com/raysan5/raylib/blob/master/BINDINGS.md The ones linked there 404s. But i found these bindings: https://code.dlang.org/packages/re-raylib-d?tab=info For a fork of raylib found here https://github.com/xdrie/raylib From what i can tell though, this fork is 11 commits behind the master branch but was updated a few days ago so i'm a bit con…

It's a C lib, generating bindings is super easy https://github.com/jacob-carlborg/dstep

There is no need to maintain bindings that can be automatically generated, wich can easily get outdated if the C project is actively developped

Anyways, someone went a ahead and updated it: https://github.com/Soaku/raylib-d

Re: Raylib, a simple and easy-to-use library to enjoy videogame programming

#20

I've finished a couple projects in Raylib before and I really like it, however, the downside to Raylib for me is that there is no real documentation. You get a handful of examples an a "cheatsheet" of functions and nothing else. When you bring up the fact that Raylib's documentation is borderline non-existent the community almost takes it as a point of pride, points at the examples and goes "figure it out." This make…

What did you move on to?

not OP, but I've tinkered with game development before, mainly for game jams, and Godot was by far my favourite engine to work in.
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