Raylib is a treat to work with and I highly recommend you try it out for some of your visual projects. Raylib: www.raylib.com/ All the raylib bindings: github.com/raysan5/raylib/blo...
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@replikvltyoutube3727Ай бұрын
It's simple, easy to embed using C FFI. Handles most of what is needed. And also because of tsoding.
@kidpudel23 күн бұрын
I’m using Raylib-go and i love it. This framework gives you just the right amount of abstraction, so you have all of fundamental blocks of functionality for all basic aspects of the engine (that’s made very easy), yet you are not bound to the engine, you are free and productive
@undeadpresident5 күн бұрын
I was hoping that would be the case and it very initially appeared that way until I tried to add lighting to a model and couldn't get it to work.
@nexovec28 күн бұрын
I've had some limited exposure to SDL couple years back and it felt ancient. No wonder there is such demand for a simple unifying API with bindings for a lot of languages that's also not older than you. Where else are these people supposed to go?
@grimvian15 күн бұрын
Me too, I was not compatible with SDL, but Raylib YES!
@iamdozerq14 күн бұрын
Cos tsoading using it lol?
@harrisbuild6 күн бұрын
cos he's the only one you know whose using it lol?
@ilikegeorgiabutiveonlybeen670521 сағат бұрын
exactly lmao
@scoo73r25 күн бұрын
I just started learning go and I plan to use raylib for gui elements of programs and experiments more than I do games.
@undeadpresident5 күн бұрын
I've been messing with raylib for the past week and was excited when I realized how easy it was to load and render a 3d model. But as soon as I tried to add lighting I hit a brick wall and couldn't do it. The basic lighting example program works but when I add my own model it won't light it. So I dug into the code and it appears no less complicated than doing it straight in opengl. Perhaps even moreso because raylib is automatically assigning uniforms and it's a huge pain in the ass to figure out what the hell is going on or what is going wrong.
@Siroitin20 күн бұрын
Raylib is also good for statistical and simulation visualization when there is a lot of particles and nodes
@skejeton26 күн бұрын
i wish the C bindings didn't clash with Windows API, preferably had some sort of optional rl_ prefix
@colleagueriley8604 күн бұрын
Yep, doesn’t seem like something Ray is going to add tho
@benbowers361316 күн бұрын
What I'd add to the library vs GUI engine is it really matters if you are working on the game solo, or if you need to collaborate with non-programmer artists. If you are collaborating with artists and level designers, the GUI is more for them than for you. Level designers need a "Halo Forge Mode," if you will.
@tx730024 күн бұрын
that comparison with game engines isn't very apt. yes obviously something like raylib is awesome for getting into game engine programming without building absolutely everything from scratch, but if you set out to make an actual *game*, you're going to end up reimplementing the same patterns and abstractions present in pretty much every game engine ever in some shape or form. it doesn't really mean anything that it's "more familiar" to a non-videogame programmer, because making any game that holds up to any sort of modern standard (not talking about AAA, this applies to anything that sells as a game on steam for at least a dollar, or something you see made for a 48 hour game jam) will require you to learn how to program a *game*, which is something very complex and deep, which programmers with experience in other fields might see as very alien. so in any case, what you'll be doing will be unfamiliar. a proper game engine (i.e. Godot) allows you to only need to get familiarized with some basic abstractions like scenes and nodes (which typically exist in other engines with names such as rooms and entities), but not have to deal with any of the heavy lifting that requires months if not years of study like collision, lighting, shading, rendering, optimization, and so on. the programming itself is exactly the same, thus the barrier of entry ends up being far lower than if you had to code your own game from scratch.
@undeadpresident5 күн бұрын
raylib seemed all fine and dandy to me until I tried to add lighting to a test model then I couldn't get it to work. Looks like to get it to work I have to not only know how to do it from scratch in opengl but also figure out what raylib is doing automatically vs what it isn't, and where the data is going which is considerably difficult.
@0000kk25 күн бұрын
I think start citizen uses lumber yard
@bibliusz77723 күн бұрын
I use Bevy and want to transition to just wgpu, ECS and my utils
@encentaber665313 күн бұрын
does bevy give you too much overhead? i.e. performance concerns
@bibliusz77713 күн бұрын
@@encentaber6653 no. i just don't like frameworks - i prefer having just what i need
@zanagi14 күн бұрын
So its like a Util? well at that size its a framework i guess...