Why is Raylib becoming so popular?
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- 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... Наука
It's simple, easy to embed using C FFI. Handles most of what is needed.
And also because of tsoding.
tsoding is a genius.
TSODING FAN ❤
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
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.
@@undeadpresident I've found that it's counter-intuitive in Go to do shader stuff because you gotta get into the "unsafe" package.
Cos tsoading using it lol?
cos he's the only one you know whose using it lol?
exactly lmao
For me that is 100% true. ;-)
I just started learning go and I plan to use raylib for gui elements of programs and experiments more than I do games.
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?
Me too, I was not compatible with SDL, but Raylib YES!
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
Raylib is also good for statistical and simulation visualization when there is a lot of particles and nodes
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.
i wish the C bindings didn't clash with Windows API, preferably had some sort of optional rl_ prefix
Yep, doesn’t seem like something Ray is going to add tho
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.
The API and bindings are all open-sourced. Find and replace all instances, re-compile, and done. I think it is worth it.
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.
Currently learning networking programming using raylib, and Rust™
Raylib is nice but for more serious projects I either use OpenGL directly or rarely SFML
I use Bevy and want to transition to just wgpu, ECS and my utils
does bevy give you too much overhead? i.e. performance concerns
@@encentaber6653 no. i just don't like frameworks - i prefer having just what i need
So its like a Util? well at that size its a framework i guess...
I think start citizen uses lumber yard
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.
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.
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.
Raylib will probably surpass pygame in popularity.
I loved it until I wanted to attempt to develop a basic 3d game
Yeah when it comes to 3D you will have to start using opengl in order to have the scene lit and such