Earlier quoted context omitted.
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?
Raylib v6.0
41–43 of 43 posts
Re: Raylib v6.0
#42The 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
#43The 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.
Nothing against the MIPI-DSI displays, but sometimes they require you to write pin definitions for like, 40 pins, it gets a little ridiculous.