Live data from Hacker News

Raylib v6.0

github.com

41–43 of 43 posts

Re: Raylib v6.0

#41

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?

Your comment was so unrelated I thought you replied to the wrong comment.

Re: Raylib v6.0

#42
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:

I have read it, if you scroll down to the API list for the new text functions, they all relate to text (string) manipulation, not text rendering. There's still no native mechanism for caching text vertexes between frames.

Re: Raylib v6.0

#43

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.

I've got a bunch of options because I get a stupid amount of free parts from work, but based on the other person who replied to you, I'd definitely recommend trying it with an ILI9341, they're super ubiquitous and competitively priced. It's probably what I will use.

Nothing against the MIPI-DSI displays, but sometimes they require you to write pin definitions for like, 40 pins, it gets a little ridiculous.

Post reply on HN