Earlier quoted context omitted.
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…
> I have to use the ancient OpenGL fixed function pipeline Why do you have to and do you also use parts of the old immediate-mode API?
rlsw – Raylib software OpenGL renderer in less than 5k LOC
81–90 of 100 posts
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#82Earlier 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.
Or, more simply, it makes the process "easy as a scripting language" rather than "pretty easy".
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#83Earlier quoted context omitted.
Still, if you post a link to a roughly 5k line raw source file, rather than like, some post about it, roughly nobody is gonna read much of the file before commenting. edit: I stand corrected by the downmods!
This is kind of a systemic problem with HN: all the early comments on anything substantial are necessarily themselves insubstantial because the posters have not had time to read it.
I made an exception with this, because the "article" is simply a 5kloc header file. I only read some of it.
I don't have a problem with the submission but I don't know why you would expect someone to read enough of the header to realize that the opening line in the header saying "OpenGL 1.1-style" is underselling it and it's actually a "pretty decent OpenGL 1.1 software implementation".
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#84What'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…
Any way I can buy you a beer?
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#85Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#86Raylib'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
but ... why?
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#87Earlier quoted context omitted.
Because GPU APIs are a nightmare clustertruck.
1000x less performance is a bigger clusterfuck
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#88Earlier quoted context omitted.
This is kind of a systemic problem with HN: all the early comments on anything substantial are necessarily themselves insubstantial because the posters have not had time to read it.
I know. I hold myself to a rule that I never comment if I didn't read the article. I made an exception with this, because the "article" is simply a 5kloc header file. I only read some of it. I don't have a problem with the submission but I don't know why you would expect someone to read enough of the header to realize that the opening line in the header saying "OpenGL 1.1-style" is underselling it and it's actually a…
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#89Earlier quoted context omitted.
We had software rendered unreal tournament decades ago. Full 3d. It runs like a champ in 2023: https://youtu.be/MGZQAH5J1OQ
Imagine what it could do with modern SIMD and many cores. Won't come close to dGPU, but still...
Re: rlsw – Raylib software OpenGL renderer in less than 5k LOC
#90Earlier quoted context omitted.
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…
Oh, man! This is really cool. Do you maintain a blog or a patreon that allows people to follow the progress on the project? Any way I can buy you a beer?
It is possible to "pay what you'd like" on itch though :) [1]
The demo up there is in pre-alpha, but I push out a big update every 4-6 months.