Earlier quoted context omitted.
I never ever bothered to compile SDL/SFML from source, what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker? Although I may imagine newbies may face some challenges dealing with compiler flags.
> what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker? The problems already start with getting the precompiled libraries from a trusted source. As far as I'm aware the SDL project doesn't host binaries for instance.
rlsw – Raylib software OpenGL renderer in less than 5k LOC
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Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#52What's cool about this is that computers are so fast that you could probably make a decent 2D game using only this software-rendered OpenGL 1.1 library.
Edit: I missed this was software rendered. I’m one gen-iteration ahead. Prob would still be possible to render my game cpu side provided I use the most efficient sprite depth ordering algorithm possible (my game is isometric pixel art like rollercoaster tycoon) Ha! That’s what I’m stuck with for Metropolis 1998. I have to use the ancient OpenGL fixed function pipeline (thankfully I discovered an AB extension function…
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#53Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#54Fabrice Bellard also wrote an OpenGL thing: https://bellard.org/TinyGL/
Funny how history turns out.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#55Earlier quoted context omitted.
but ... why?
Why not? The original Doom didn't use a GPU renderer. It should be possible to do simple 3d stuff in today's computers without it.
And sure you can do 3d rendering on modern CPUs. It's just better on GPUs. Like thousands of times better.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#56Earlier quoted context omitted.
The mantra for the library is "raylib is a simple and easy-to-use library to enjoy videogames programming." It's for hobbyist, learners, tinkerers, or just those that want to enjoy minimalistic graphics programming without having to deal with interfacing with modern machines yourself. The default Windows installer bundles the compiler and a text editor to make poking at C to get graphics on the screen (accelerated or…
I never ever bothered to compile SDL/SFML from source, what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker? Although I may imagine newbies may face some challenges dealing with compiler flags.
But I also just use the precompiled libs :)
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#57Fabrice Bellard also wrote an OpenGL thing: https://bellard.org/TinyGL/
It seems to have more features and limited support for multithreading, with more recent updates compared to the original project. Sadly it was archived in late 2023.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#58What's cool about this is that computers are so fast that you could probably make a decent 2D game using only this software-rendered OpenGL 1.1 library.
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#59Earlier quoted context omitted.
> what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker? The problems already start with getting the precompiled libraries from a trusted source. As far as I'm aware the SDL project doesn't host binaries for instance.
Like these? https://github.com/libsdl-org/SDL/releases/tag/release-3.2.2...
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#60Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202