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Raylib v6.0

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Re: Raylib v6.0

#21

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 is for hobbyists that want control over everything, but don't want to go through the hassle of dealing with DirectX/OpenGL. It isn't competing with Unreal/Unity at all.

Re: Raylib v6.0

#23

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

I think engines like Unreal, Unity, and Godot will remain popular with people who are more interested in creating a game than creating a game engine.

> 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

#25
I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.

Re: Raylib v6.0

#26

The 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.

Fully tested and verified:

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

#27
I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc.

[1] https://github.com/vanyle/vectarine

Re: Raylib v6.0

#29
The remaining issue I have with Raylib is that the library has no concept of a Text object, so for text-heavy scenes (lots of combat damage texts in fast paced games, lots of UI elements), the library spends most of the time recalculating font glyph stuff when drawing text.

Re: Raylib v6.0

#30

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 basically just draws graphics.

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.

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