It's nominally the minimum viable game engine. In practice it's below the minimum for that, but for other things but is a good cross-platform library to make GUI applications that actually do stuff without depending on the world.
>"""graphics""" """framework""" >is literally not a framework >also handles sound, input, rendering, scheduling, and abstracts over actual graphics APIs >https://github.com/raysan5/raylib >ctrl+f game >8 results
k
Graphics is one of the hardest game problems, solving that is the most useful thing game engines do besides being a wrapper for the OS. "Levels" and "content editors" are game specific problems, such things should be developed separately.
>Graphics is one of the hardest game problems, solving that is the most useful thing game engines do besides being a wrapper for the OS.
Looking at it from that angle, what's the incentive to use raylib over the likes of SDL or SFML? They handle graphics and window managing, while also taking care of a number of other things (audio, input, online), while also being way more popular (thus easier to get solutions by asking around).
Like what? I already just use SDL to give an opengl context and rewrite most of the stuff myself. Is raylib faster?
2 weeks ago
Anonymous
raylib does a bunch of game-relevant stuff
it's a game framework, SDL is just a windowing library
2 weeks ago
Anonymous
>SDL is just a windowing library
????
2 weeks ago
Anonymous
you know what I mean
it's the base layer that provides an interface to the OS
raylib does a bunch of game specific stuff, it's one level higher
2 weeks ago
Anonymous
Like what?
2 weeks ago
Anonymous
https://www.raylib.com/cheatsheet/cheatsheet.html
2 weeks ago
Anonymous
And how's the efficiency? Does it render everything in batches and do a good job?
2 weeks ago
Anonymous
I doubt it does batching but that's not neccessary for 2D
2 weeks ago
Anonymous
Why not? I like to do things as efficiently as possible, so there's no benefit over SDL if I have to rewrite it all using opengl.
2 weeks ago
Anonymous
>I like to do things as efficiently as possible
Then use assembly
That's a dumb thing to say
You seem to be trying to prove that SDL is better than Raylib but they're two different tools for two different things, there's no comparsion
2 weeks ago
Anonymous
I didn't say SDL is better, but I was saying you have to rewrite the graphics part of SDL and if raylib doesn't do it better then it doesn't save me having to do that. The example of factorio is a good one, they use SDL and just get it to give them the opengl context rather than using SDLs built in rendering.
2 weeks ago
Anonymous
Raylib offers more graphics functionality than SDL
Raylib is suitable for your graphical needs if you're working on a 2D project, I wouldn't use it for a 3D one
2 weeks ago
Anonymous
>I wouldn't use it for a 3D one
Why?
2 weeks ago
Anonymous
too simple
2 weeks ago
Anonymous
>Does it render everything in batches
yes, check the bunnymark example
2 weeks ago
Anonymous
Well that sounds better than what I was told before, but I've already done a lot with SDL2 so not much point in switching and redoing shit.
how are you even going to create things like sprites? open images in paint.exe and scribble down pixel coordinates in json file? or you will make your own little tool for everything?
you don't understand how much of a waste of time this is. 1% is actual game programming and 99% is busywork around asset creation and management.
What are you even talking about? How you make the actual sprite? Game engines must be bloated if they include tools to do that shit. If you mean how to program it it's not that hard:
https://learnopengl.com/In-Practice/2D-Game/Rendering-Sprites
from what I saw it has better 2D performance over SDL2, and it can do 3D out of the box. But if you're using SDL for a window and user inputs there's no benefit to do raylib.
I don't know anything about raylib and the only changes I really noticed with SDL is that they changed the website a bit and moved a lot of stuff to github and they are working on SDL3.
russian eceleb has been using it for every project recently, and i assume the nothingburger unity news that only affects games that sell over 200k copies (0.01% of them)
russian eceleb has been using it for every project recently, and i assume the nothingburger unity news that only affects games that sell over 200k copies (0.01% of them)
Unity has nothing to do with SDL or raylib.
I don't know if they make use of SDL or not, but it wouldn't matter since SDL isn't subjected to them.
Right, the real Unity alternatives are Unreal and Godot, but this is LULZ, and illiterates don't know how much work is involved in making things, so they shill Raylib because it's "minimal"
At any rate, if you're asking why people suddenly want Unity alternatives, it's because Unity just announced new terms of service that will bankrupt a fuckload of indie and free-to-play games
Raylib is shilled because it doesn't suck like Unreal and Godot. It does all the boilerplate for you and gets out of your way so you can do the important parts. The fact that it only automates the boilerplate parts of making a games is a good thing, makes it more flexible, performant and doesn't require you to build up engine specific knowledge to implement things.
The zlib license is compatible with the GPL so you could make your game GPL and use it I believe, so what's the issue? Just don't contribute to raylib directly but modify a fork if you want to modify it.
don't know what it is so your post is pointless. bye
It's nominally the minimum viable game engine. In practice it's below the minimum for that, but for other things but is a good cross-platform library to make GUI applications that actually do stuff without depending on the world.
don't care. bye
Raylib is not a game engine it is a graphics framework
It's not a framework, it's a library. Big difference.
>"""graphics""" """framework"""
>is literally not a framework
>also handles sound, input, rendering, scheduling, and abstracts over actual graphics APIs
>https://github.com/raysan5/raylib
>ctrl+f game
>8 results
k
"game engines" without IDE (level, content editors etc) are useless graphics api wrappers
>can only operate in 1 workflow
sad
Graphics is one of the hardest game problems, solving that is the most useful thing game engines do besides being a wrapper for the OS. "Levels" and "content editors" are game specific problems, such things should be developed separately.
>Graphics is one of the hardest game problems, solving that is the most useful thing game engines do besides being a wrapper for the OS.
Looking at it from that angle, what's the incentive to use raylib over the likes of SDL or SFML? They handle graphics and window managing, while also taking care of a number of other things (audio, input, online), while also being way more popular (thus easier to get solutions by asking around).
raylib does more than SDL
Like what? I already just use SDL to give an opengl context and rewrite most of the stuff myself. Is raylib faster?
raylib does a bunch of game-relevant stuff
it's a game framework, SDL is just a windowing library
>SDL is just a windowing library
????
you know what I mean
it's the base layer that provides an interface to the OS
raylib does a bunch of game specific stuff, it's one level higher
Like what?
https://www.raylib.com/cheatsheet/cheatsheet.html
And how's the efficiency? Does it render everything in batches and do a good job?
I doubt it does batching but that's not neccessary for 2D
Why not? I like to do things as efficiently as possible, so there's no benefit over SDL if I have to rewrite it all using opengl.
>I like to do things as efficiently as possible
Then use assembly
That's a dumb thing to say
You seem to be trying to prove that SDL is better than Raylib but they're two different tools for two different things, there's no comparsion
I didn't say SDL is better, but I was saying you have to rewrite the graphics part of SDL and if raylib doesn't do it better then it doesn't save me having to do that. The example of factorio is a good one, they use SDL and just get it to give them the opengl context rather than using SDLs built in rendering.
Raylib offers more graphics functionality than SDL
Raylib is suitable for your graphical needs if you're working on a 2D project, I wouldn't use it for a 3D one
>I wouldn't use it for a 3D one
Why?
too simple
>Does it render everything in batches
yes, check the bunnymark example
Well that sounds better than what I was told before, but I've already done a lot with SDL2 so not much point in switching and redoing shit.
>what do you mean i have to actually develop the game instead of clicking buttons in the editor
lmao @ unity naggers
nagger-tier opinion
how are you even going to create things like sprites? open images in paint.exe and scribble down pixel coordinates in json file? or you will make your own little tool for everything?
you don't understand how much of a waste of time this is. 1% is actual game programming and 99% is busywork around asset creation and management.
sub-nagger opinion, even pavement apes are smarter than this
What are you even talking about? How you make the actual sprite? Game engines must be bloated if they include tools to do that shit. If you mean how to program it it's not that hard:
https://learnopengl.com/In-Practice/2D-Game/Rendering-Sprites
copium
imagine not being able to write the 40 lines of code required to read/write images and obj files lol
SDL shill alert
don't care. bye
>SDL: literally thousands of shipped games
>raylib: 0 games shipped
I don't have fox cartoons in my phone
well, you should
Thanks, Averi
>>SDL: literally thousands of shipped games
Name one good game made in SDL that isn't a shitty hello world/tutorial product
pretty much all of the valve linux ports
The games aren't made in SDL dumbfuck
Dwarf Fortress.
factorio
what's the context behind this fox i keep seeing her on this board
>FiddleaFox is a furry artist who was recently exposed for severe bigotry, with what appears to be an admission for hating non-binary.
thank you seems this board has finally found thier ideal chudsexual partner.
The fox is cute and the artist hates blacks just like me!
he's right about them trannies
How does it compare with SDL?
I've been using SDL for years and it just werks
from what I saw it has better 2D performance over SDL2, and it can do 3D out of the box. But if you're using SDL for a window and user inputs there's no benefit to do raylib.
So why are people shilling this all of the sudden? Did something happen recently with this or SDL?
I don't know anything about raylib and the only changes I really noticed with SDL is that they changed the website a bit and moved a lot of stuff to github and they are working on SDL3.
>Did something happen recently
Yes
Unity has nothing to do with SDL or raylib.
I don't know if they make use of SDL or not, but it wouldn't matter since SDL isn't subjected to them.
>why are people shilling this all of the sudden?
Someone mentioned it recently, and LULZ is a closed loop
I'm immune to propaganda
damn Bjarne got some moves
russian youtuber uses it a alot
who?
tsoding?
russian eceleb has been using it for every project recently, and i assume the nothingburger unity news that only affects games that sell over 200k copies (0.01% of them)
Unity made a israeli move and now developers will have to pay for each instalation of their games.
Expect a huge influx of baseddevs into opensource and then they will leave realizing open source isn'tas goos as their propietary tools.
tl;dr: the israelites always win, baby!
tim is christian, and winning. the israelites shot themselves in the foot, as they tend to.
Right, the real Unity alternatives are Unreal and Godot, but this is LULZ, and illiterates don't know how much work is involved in making things, so they shill Raylib because it's "minimal"
At any rate, if you're asking why people suddenly want Unity alternatives, it's because Unity just announced new terms of service that will bankrupt a fuckload of indie and free-to-play games
Raylib is shilled because it doesn't suck like Unreal and Godot. It does all the boilerplate for you and gets out of your way so you can do the important parts. The fact that it only automates the boilerplate parts of making a games is a good thing, makes it more flexible, performant and doesn't require you to build up engine specific knowledge to implement things.
Yes, because I can use it on Nim 🙂
https://github.com/planetis-m/naylib
Pygame is better at making games
Reilib? Who is Rei? Why did she win?
raylib?
gaylib haha
OP here, I have really only made toy projects with Raylib and I just wanted to see if you guys would argue over anything.
congratulations, you discovered that water is wet
>not when it's ice
>>that's not water that's ice
>>>ice is a type of water retard
>
, idiot
>>>>>etc etc
Someone can tell me why all the raylib hate here? I tried it and works ok and it has the point in to not be too bloated.
freetards hate it for using an actually free license, ideas guys hate it because it requires them to actually program
The zlib license is compatible with the GPL so you could make your game GPL and use it I believe, so what's the issue? Just don't contribute to raylib directly but modify a fork if you want to modify it.
I was trying it with Odin lang. Seems pretty good so far.
never eared of it.
I just use webgpu directly, how can people who can't into graphics even program any games as it requires the same basic math knowledge?
>no input callbacks, pooling every frame instead
can't stand that
That's the proper way to handle inputs in games.