#raylib — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #raylib, aggregated by home.social.
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Going to start up the stream and work on my game, Black Fort. Working on some pixel art, programming, and game design.
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new: raycanvas
v0.2.4 — work in progress
A Go package that mirrors the HTML5
CanvasRenderingContext2DAPI, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).https://github.com/ha1tch/raycanvas
The goal is to let code written against the browser canvas API port to Go with minimal structural changes — same draw calls, same state model, same coordinate conventions.
#foss #opensource #golang #html #canvas #raylib #gamedev #gamedevelopment #gui #rendering
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new: raycanvas
v0.2.4 — work in progress
A Go package that mirrors the HTML5
CanvasRenderingContext2DAPI, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).https://github.com/ha1tch/raycanvas
The goal is to let code written against the browser canvas API port to Go with minimal structural changes — same draw calls, same state model, same coordinate conventions.
#foss #opensource #golang #html #canvas #raylib #gamedev #gamedevelopment #gui #rendering
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new: raycanvas
v0.2.4 — work in progress
A Go package that mirrors the HTML5
CanvasRenderingContext2DAPI, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).https://github.com/ha1tch/raycanvas
The goal is to let code written against the browser canvas API port to Go with minimal structural changes — same draw calls, same state model, same coordinate conventions.
#foss #opensource #golang #html #canvas #raylib #gamedev #gamedevelopment #gui #rendering
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new: raycanvas
v0.2.4 — work in progress
A Go package that mirrors the HTML5
CanvasRenderingContext2DAPI, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).https://github.com/ha1tch/raycanvas
The goal is to let code written against the browser canvas API port to Go with minimal structural changes — same draw calls, same state model, same coordinate conventions.
#foss #opensource #golang #html #canvas #raylib #gamedev #gamedevelopment #gui #rendering
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new: raycanvas
v0.2.4 — work in progress
A Go package that mirrors the HTML5
CanvasRenderingContext2DAPI, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).https://github.com/ha1tch/raycanvas
The goal is to let code written against the browser canvas API port to Go with minimal structural changes — same draw calls, same state model, same coordinate conventions.
#foss #opensource #golang #html #canvas #raylib #gamedev #gamedevelopment #gui #rendering
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Starting to look into replacing icons; this is really looking nicer, especially when zoomed. I can now modify thickness and use outlines!
More important: Improving the instruction icons. Testers had problems recognizing these and I have to address these issues. -
Starting to look into replacing icons; this is really looking nicer, especially when zoomed. I can now modify thickness and use outlines!
More important: Improving the instruction icons. Testers had problems recognizing these and I have to address these issues. -
Starting to look into replacing icons; this is really looking nicer, especially when zoomed. I can now modify thickness and use outlines!
More important: Improving the instruction icons. Testers had problems recognizing these and I have to address these issues. -
Can't believe I'm feeling like programming in C again, so the logic step is trying #raylib, right?
Why am I doing this to myself? Don't know. At this point making my own games is more like a hobby, I already do more than enough with Unity, Defold and PixiJS for clients, and Godot doesn't click for some reason.
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Using SVG (that need to be reduced to a single path) now for icons; comparing with the previous icons on 200%+ scale factor.
So now I have to draw a ton of SVGs. On the upside: That will free quite a bit of my texture atlas space.
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Using SVG (that need to be reduced to a single path) now for icons; comparing with the previous icons on 200%+ scale factor.
So now I have to draw a ton of SVGs. On the upside: That will free quite a bit of my texture atlas space.
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Using SVG (that need to be reduced to a single path) now for icons; comparing with the previous icons on 200%+ scale factor.
So now I have to draw a ton of SVGs. On the upside: That will free quite a bit of my texture atlas space.
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I've been programming #vala exclusively in POSIX mode exclusive (no classes, just structs). I feels like C, but with niceties, (utf8 strings, delegates, struct methods, etc). Honestly it doesn't feel to far from like, say C3 or ZenC.
I made a simple void* array list struct, an ECS, and feel golden (alas, no generics)
The ability to emit C code means the result is portable and should wok almost everywhere.
I've been making a simple WASM game with the #raylib bindings and it works like a charm.
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I've been programming #vala exclusively in POSIX mode exclusive (no classes, just structs). I feels like C, but with niceties, (utf8 strings, delegates, struct methods, etc). Honestly it doesn't feel to far from like, say C3 or ZenC.
I made a simple void* array list struct, an ECS, and feel golden (alas, no generics)
The ability to emit C code means the result is portable and should wok almost everywhere.
I've been making a simple WASM game with the #raylib bindings and it works like a charm.
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I've been programming #vala exclusively in POSIX mode exclusive (no classes, just structs). I feels like C, but with niceties, (utf8 strings, delegates, struct methods, etc). Honestly it doesn't feel to far from like, say C3 or ZenC.
I made a simple void* array list struct, an ECS, and feel golden (alas, no generics)
The ability to emit C code means the result is portable and should wok almost everywhere.
I've been making a simple WASM game with the #raylib bindings and it works like a charm.
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I've been programming #vala exclusively in POSIX mode exclusive (no classes, just structs). I feels like C, but with niceties, (utf8 strings, delegates, struct methods, etc). Honestly it doesn't feel to far from like, say C3 or ZenC.
I made a simple void* array list struct, an ECS, and feel golden (alas, no generics)
The ability to emit C code means the result is portable and should wok almost everywhere.
I've been making a simple WASM game with the #raylib bindings and it works like a charm.
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I've been programming #vala exclusively in POSIX mode exclusive (no classes, just structs). I feels like C, but with niceties, (utf8 strings, delegates, struct methods, etc). Honestly it doesn't feel to far from like, say C3 or ZenC.
I made a simple void* array list struct, an ECS, and feel golden (alas, no generics)
The ability to emit C code means the result is portable and should wok almost everywhere.
I've been making a simple WASM game with the #raylib bindings and it works like a charm.
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I've actually released my art program on itch. :)
Waves is an art/wallpaper making program that uses raymarching to make cool, undulating, rippling shapes.
It's written in C++ and you can download it for Windows or Linux. I mostly use it to make desktop/lock screen wallpapers.
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My new favorite combo for vibecoding tools: C+RayLib.
Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.I love the results.
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My new favorite combo for vibecoding tools: C+RayLib.
Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.I love the results.
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My new favorite combo for vibecoding tools: C+RayLib.
Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.I love the results.
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My new favorite combo for vibecoding tools: C+RayLib.
Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.I love the results.
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my #raylib #nelua binding generator is almost done ;-;
PR: https://libregit.org/Andre-LA/raylib-nelua/pulls/7
PR on github mirror: https://github.com/Andre-LA/raylib-nelua-mirror/pull/7(simplified raylib header on the left, generated binding on the right)
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What do you mean the linker that linked and packaged the program did not include the library in the package into which it packaged the library? I'm going insane. Please include the library into the package while packaging the library.
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What do you mean the linker that linked and packaged the program did not include the library in the package into which it packaged the library? I'm going insane. Please include the library into the package while packaging the library.
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Added today floor markings to clarify tasks and created a few new assets, for instance the leaf trees shown here, for my #cozy programming puzzle game. Also tweaked the shader a bit to highlight creases a bit more. Far from perfect, as usual. But the direction is right.
In case you got curious about the game, here is the steam page: https://store.steampowered.com/app/3959370/8bitBot/
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Testing the Swift C compatibility with Raylib (+WASM)
https://carette.xyz/posts/swift_c_compatibility_with_raylib/
#HackerNews #Swift #C #Compatibility #Raylib #WASM #Programming
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“Moving My Game Project From C To Odin Language”, Akseli Lahtinen (https://akselmo.dev/posts/moving-from-c-to-odin/).
Via Lobsters: https://lobste.rs/s/noerku/moving_my_game_project_from_c_odin
On HN: https://news.ycombinator.com/item?id=42030704
#C #Odin #Programming #Raylib #GameProgramming #ProgrammingLanguages #Migration
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[Dev News] - Shape Drawing Rework
I’ve completed the shape drawing system overhaul. All functions now work with transparency and are faster. I enhanced other parts, like the Clipper2 wrapper for #ShapeEngine, which is now more sophisticated and handles all polygon drawing.
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Debugging my height map. Nothing to see here. Move along.
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I gave up on using physics to define the dungeon, I spent a day screwing with it (math is stupid) so I decided for my use-case, a simple height map works better. I don't have rooms under rooms so this was much easier.
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Random dungeons. Next is adding physics colliders for floors and walls, then doing multi level dungeons with ramps and stairs.
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All it needed were a few more + and - signs here and there. And more swearing between compiles. It's really about the swearing.
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Big reason I wanted 6.0 is for animation blending and it seems to work really well!
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Got Raylib 6.0 working, I think the real problem was I was trying to do fancy things by accessing member data in the .a I should not. I figured out more "official" ways and all works now.
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I upgraded to Raylib 6.0 and everything broke. Looking for a good guide to updating to 6.0. Yet to find it. Looks like a lot in animation has been removed/changed?
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#Raylib 6.0 released.
Release notes: https://github.com/raysan5/raylib/releases/tag/6.0
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All the NPCs now have tasks in the world. The biggest job is for the trash collector who has to roam around collecting trash.
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Working on a small farming game and decided to add automation via worker chickens 🐓. They will plant, water and harvest crops for you, now to figure out how to keep them happy 😆
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Pathing finding for 50 NPCs, takes 2-5 seconds for them to calculate a path, but no FPS drop. I think we have a winner. Now, I just need a game!
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A little Pirate diorama for you viewing pleasure.
I have carving terrain in the editor now and made water be anything below ground level and then apply a water shader.
I need better water textures.
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I'm resisting my urge to make a 3D adventure-like game.
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World editor is coming along nicely. Full undo/redo. It only works with assets from @kenney right now, but that isn't a downside. In my town of chatty extroverts, I think the game is going to be a gossip simulator. "Did you hear about the Robot and the Cowboy!?!"
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Editor is looking pretty, pretty, good.
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Comenzamos directo finalizando nuestro proyecto de "mascotas de escritorio" hecho con raylib.
Pasate un ratito y hablamos!!