Why is Raylib becoming so popular?

Поделиться
HTML-код
  • Опубликовано: 10 мар 2024
  • 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...
  • НаукаНаука

Комментарии • 37

  • @replikvltyoutube3727
    @replikvltyoutube3727 2 месяца назад +66

    It's simple, easy to embed using C FFI. Handles most of what is needed.
    And also because of tsoding.

  • @kidpudel
    @kidpudel 2 месяца назад +16

    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

    • @undeadpresident
      @undeadpresident Месяц назад

      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.

    • @zZGzHD
      @zZGzHD 13 дней назад

      @@undeadpresident I've found that it's counter-intuitive in Go to do shader stuff because you gotta get into the "unsafe" package.

  • @iamdozerq
    @iamdozerq 2 месяца назад +45

    Cos tsoading using it lol?

  • @scoo73r
    @scoo73r 2 месяца назад +6

    I just started learning go and I plan to use raylib for gui elements of programs and experiments more than I do games.

  • @nexovec
    @nexovec 2 месяца назад +17

    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?

    • @grimvian
      @grimvian 2 месяца назад

      Me too, I was not compatible with SDL, but Raylib YES!

    • @xravenx24fe
      @xravenx24fe 13 дней назад

      SDL is very nice IMO but yeah, it only abstracts so far and there's some learning involved in just using it. Docs are great though and tutorials been around for years

  • @Siroitin
    @Siroitin 2 месяца назад +4

    Raylib is also good for statistical and simulation visualization when there is a lot of particles and nodes

  • @benbowers3613
    @benbowers3613 2 месяца назад +3

    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.

  • @skejeton
    @skejeton 2 месяца назад +12

    i wish the C bindings didn't clash with Windows API, preferably had some sort of optional rl_ prefix

    • @colleagueriley860
      @colleagueriley860 Месяц назад

      Yep, doesn’t seem like something Ray is going to add tho

    • @jasonpenick7498
      @jasonpenick7498 Месяц назад

      There are a lot of design choices like this, and like the other commenter pointed out Ray is not going to change them. He has an overly stubborn and asinine view on LOTS of things, which is why I do not use Raylib. Its a solid idea, screwed up by one mans insistence on being retarded.

    • @alrshdn
      @alrshdn 11 дней назад

      The API and bindings are all open-sourced. Find and replace all instances, re-compile, and done. I think it is worth it.

  • @undeadpresident
    @undeadpresident Месяц назад +2

    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.

  • @futotta-neko
    @futotta-neko Месяц назад +4

    Currently learning networking programming using raylib, and Rust™

  • @SomeRandomPiggo
    @SomeRandomPiggo 22 дня назад +1

    Raylib is nice but for more serious projects I either use OpenGL directly or rarely SFML

  • @bibliusz777
    @bibliusz777 2 месяца назад +4

    I use Bevy and want to transition to just wgpu, ECS and my utils

    • @encentaber6653
      @encentaber6653 2 месяца назад

      does bevy give you too much overhead? i.e. performance concerns

    • @bibliusz777
      @bibliusz777 2 месяца назад

      @@encentaber6653 no. i just don't like frameworks - i prefer having just what i need

  • @zanagi
    @zanagi 2 месяца назад +1

    So its like a Util? well at that size its a framework i guess...

  • @0000kk
    @0000kk 2 месяца назад +3

    I think start citizen uses lumber yard

    • @xormak3935
      @xormak3935 Месяц назад +2

      It uses the so called Star Engine, which, at this point, is basically a heavily modified version of Lumberyard which in itself was a heavily modified version of CryEngine.

  • @tx7300
    @tx7300 2 месяца назад +12

    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.

    • @undeadpresident
      @undeadpresident Месяц назад +1

      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.

  • @happygofishing
    @happygofishing 7 дней назад

    Raylib will probably surpass pygame in popularity.

  • @omerjawhar
    @omerjawhar 16 дней назад +1

    I loved it until I wanted to attempt to develop a basic 3d game

    • @chris_php
      @chris_php  15 дней назад

      Yeah when it comes to 3D you will have to start using opengl in order to have the scene lit and such