do 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
Raylib v6.0
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Re: Raylib v6.0
#22Re: Raylib v6.0
#23do 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
> if yes what are the things that raylib is missing that these engines have?
Asset management and import pipelines, rendering pipeline, loads of ready-to-go features like environments, baked lighting and global illumination, AO, reflections, particle systems, input mapping and event propagation, scripting, audio systems, GUI systems, and lots more.
Raylib is a library that you could use to build all that stuff, but otherwise it's a useful library, not a fully-featured game engine.
If you don't want a game engine and know exactly what you features you need and want to build only that, then Raylib is a great option.
If you don't want to write a global illumination system or asset management pipeline but would rather focus on creating gameplay, then a game engine is a good choice.
Re: Raylib v6.0
#24The new software renderer looks very cool. Will have to give this a spin on an ESP32S3
Re: Raylib v6.0
#25Re: Raylib v6.0
#26The new software renderer looks very cool. Will have to give this a spin on an ESP32S3
what display are you talking to ? i haven't touched an ESP in a few years, this sounds like a fun reason to dust one off.
ESP32-S3-BOX-3 (320x240 ILI9341, SPI) - Working
M5Stack Core S3 (320x240 ILI9342C, SPI) - Working
ESP32-P4 Function EV Board (1024x600 EK79007, MIPI-DSI) - Working
Easy to add: Any board with ESP-BSP noglib support. Just add to board_init.c.
Re: Raylib v6.0
#27Re: Raylib v6.0
#28Re: Raylib v6.0
#29Re: Raylib v6.0
#30do 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
Unity and Unreal do anything most games will ever need and have massive ecosystems.
For example , Unity has built in physics , navigation, asset management, input handling, build systems, audio processing, etc.
Unreal has that and arguably more.
Godot is getting there, but still has growing pains. In larger projects things get weird.