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Raylib v6.0

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31–40 of 43 posts

Re: Raylib v6.0

#31
post #20

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

What’s special about Odin when it comes to Raylib? (Genuinely curious)

Re: Raylib v6.0

#32
post #20

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

What’s special about Odin when it comes to Raylib? (Genuinely curious)

Most of my code in the last year and a half has been Odin. My personal codebase moved from C11 to Odin. I would say that Odin is just more streamlined and easier for a beginner to learn with (which is who Raylib is aimed at.) Both syntax and semantics are simpler; so much so that the (relative to C) smaller ecosystem doesn't pose a problem to learners.

I like Odin because it values the low-friction of C, unlike just about every other "better C" I've tried. It adds friction where you're likely to cut yourself, and reduces friction where it matters; in places like:

- having semantic modules instead of textual inclusion

- having a nice build-system built in

- smart bounds-checking/integer-wrapping semantics (customizable, too!)

- predefined mathematical operators for things like vectors and matrices

- an actually useful core library

Re: Raylib v6.0

#33
post #20

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

I think Raylib satisfies a similar CAPABILITIES-niche to Godot...

I am _not_ talking about ease of use or interface.

For a long time Godot has not been ready for medium-large 3D releases, that is changing, but for the most part both it and Raylib are very reliable and will be perfectly good to release a 2D game with.

I'm not actually sure whether a 3D game with skinned meshes will ever be in-scope for Raylib. Wouldn't seem like it.

Re: Raylib v6.0

#34
post #20

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

What’s special about Odin when it comes to Raylib? (Genuinely curious)

I think the magic is still mostly in raylib in that it's a well designed API with high composability. It feels like playing and building. Odin is special in its own right.

There's no particular feature of Odin that really stands out, but where Odin outclasses every language available is that every single feature has been very thoughtfully considered and designed to have the least amount of issues. Once you work with it for a few months, it becomes obvious very quickly its vision is remarkably consistent, leading to a smooth and outright delightful development experience.

I will caution, if you are the type of developer who likes to pull in lots of packages and dependencies to start a project, it's not for you. There's no package manager, and rightly so[1]. You'll have to build most high-level systems yourself. But when you realise that most frameworks and dependencies are trivial to implement by hand, this won't be a bother.

If you're the kind of developer who loves building systems and doing everything yourself, you'll feel right at home.

[1] https://www.gingerbill.org/article/2025/09/08/package-manage...

Re: Raylib v6.0

#35
post #20

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

I think Raylib satisfies a similar CAPABILITIES-niche to Godot... I am _not_ talking about ease of use or interface. For a long time Godot has not been ready for medium-large 3D releases, that is changing, but for the most part both it and Raylib are very reliable and will be perfectly good to release a 2D game with. I'm not actually sure whether a 3D game with skinned meshes will ever be in-scope for Raylib. Wouldn'…

They didn't say anything about godot or 3d meshes.

Re: Raylib v6.0

#36
post #20

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

What’s special about Odin when it comes to Raylib? (Genuinely curious)

If you know C, not much because you steer away from the gotchas. If you don't, it's a good language, and with less surprising effects.

Re: Raylib v6.0

#37

Earlier quoted context omitted.

I think Raylib satisfies a similar CAPABILITIES-niche to Godot... I am _not_ talking about ease of use or interface. For a long time Godot has not been ready for medium-large 3D releases, that is changing, but for the most part both it and Raylib are very reliable and will be perfectly good to release a 2D game with. I'm not actually sure whether a 3D game with skinned meshes will ever be in-scope for Raylib. Wouldn'…

They didn't say anything about godot or 3d meshes.

“not sure if it will last further on development”

I interpret this to mean something like “as my game gets more involved” which is not unrelated to a venture into 3D. Why are you policing my comment which is trying to be helpful?

Re: Raylib v6.0

#38

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

We never needed them, it is all about where do you want to spend your development budget.

Re: Raylib v6.0

#39
post #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.

You should have read the post :P

> NEW Text Management API: Along with the new file system functionality, a new set of text management functions has been added, also very useful for text procesing and also used in custom build systems creation using raylib. At the moment raylib includes +30 text management functions:

Re: Raylib v6.0

#40

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

Those engines serve a different purpose than a library like Raylib. They give you a bunch of stuff out of the box like lighting, raytracing (esp Unreal), pathfinding, and a ton of helper functions used in making a game like vector calculations. Raylib helps you draw stuff, play sound, and do the basics. But you're gonna be writing your own lighting/raytrace/pathfind/etc functions and it's ultimately going to take lon…

any helper libraries that can be used with raylib for implementing stuff like raytracing, pathfinding etc?
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