home.social

#raylib — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #raylib, aggregated by home.social.

  1. Going to start up the stream and work on my game, Black Fort. Working on some pixel art, programming, and game design.

    twitch.tv/agentultra

    #gamedev #raylib #c #aseprite

  2. new: raycanvas

    v0.2.4 — work in progress

    A Go package that mirrors the HTML5 CanvasRenderingContext2D API, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).

    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

  3. new: raycanvas

    v0.2.4 — work in progress

    A Go package that mirrors the HTML5 CanvasRenderingContext2D API, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).

    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

  4. new: raycanvas

    v0.2.4 — work in progress

    A Go package that mirrors the HTML5 CanvasRenderingContext2D API, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).

    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

  5. new: raycanvas

    v0.2.4 — work in progress

    A Go package that mirrors the HTML5 CanvasRenderingContext2D API, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).

    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

  6. new: raycanvas

    v0.2.4 — work in progress

    A Go package that mirrors the HTML5 CanvasRenderingContext2D API, backed by raylib-go for GPU rendering and fogleman/gg for CPU-side precision work (blur, anti-aliased curves, clip masks).

    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

  7. 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.

    #gamedev #indiedev #solodev #raylib

  8. 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.

    #gamedev #indiedev #solodev #raylib

  9. 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.

    #gamedev #indiedev #solodev #raylib

  10. 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.

  11. 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.

    #gamedev #indiedev #solodev #raylib

  12. 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.

    #gamedev #indiedev #solodev #raylib

  13. 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.

    #gamedev #indiedev #solodev #raylib

  14. HELP! #raylib maintainers needed!

    raylib has grown a lot in the last few years and it's impossible for me to maintain everything; there are some systems that I'd need some help from users with more experience than me!

    Thanks for your support! ❤️

    github.com/raysan5/raylib/issu

  15. I want to replace the current campaign screen with something that can tell a story...
    So I want to make a map. Not overly complex - quite simple tiles. So far, it looks like this could be doable. But I need some editor for these tiles...
    #gamedev #indiedev #solodev #raylib

  16. I want to replace the current campaign screen with something that can tell a story...
    So I want to make a map. Not overly complex - quite simple tiles. So far, it looks like this could be doable. But I need some editor for these tiles...
    #gamedev #indiedev #solodev #raylib

  17. I want to replace the current campaign screen with something that can tell a story...
    So I want to make a map. Not overly complex - quite simple tiles. So far, it looks like this could be doable. But I need some editor for these tiles...
    #gamedev #indiedev #solodev #raylib

  18. I want to replace the current campaign screen with something that can tell a story...
    So I want to make a map. Not overly complex - quite simple tiles. So far, it looks like this could be doable. But I need some editor for these tiles...
    #gamedev #indiedev #solodev #raylib

  19. I want to replace the current campaign screen with something that can tell a story...
    So I want to make a map. Not overly complex - quite simple tiles. So far, it looks like this could be doable. But I need some editor for these tiles...
    #gamedev #indiedev #solodev #raylib

  20. Debugging my height map. Nothing to see here. Move along.

    #raylib

  21. RE: mastodon.social/@minotaurs_at_

    GUYS I DID IT HERE'S HOW:

    > Download the #raylib source code.

    > Put a terminal in the `src` folder.

    > Use #GnuMake with the command `make PLATFORM=PLATFORM_DESKTOP` because we're making a desktop GNU/Linux game.

    > This will create an .a file and a series of .o files in the `src` folder.

    > Include the .a file in your #GnuGcc linking command with `-L[directory where the file is] -lraylib` and the .o files.

    > Remember to include <math.h> with `-lm`and X11 with `-lX11` in your linking command.

  22. RE: mastodon.social/@minotaurs_at_

    GUYS I DID IT HERE'S HOW:

    > Download the #raylib source code.

    > Put a terminal in the `src` folder.

    > Use #GnuMake with the command `make PLATFORM=PLATFORM_DESKTOP` because we're making a desktop GNU/Linux game.

    > This will create an .a file and a series of .o files in the `src` folder.

    > Include the .a file in your #GnuGcc linking command with `-L[directory where the file is] -lraylib` and the .o files.

    > Remember to include <math.h> with `-lm`and X11 with `-lX11` in your linking command.

  23. 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.

    #Raylib #gcc #gnumake #gamedev

  24. 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.

    #Raylib #gcc #gnumake #gamedev

  25. 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.

    #raylib

  26. Random dungeons. Next is adding physics colliders for floors and walls, then doing multi level dungeons with ramps and stairs.

    #raylib

  27. All it needed were a few more + and - signs here and there. And more swearing between compiles. It's really about the swearing.

    #raylib

  28. Big reason I wanted 6.0 is for animation blending and it seems to work really well!

    #raylib

  29. 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.

    #raylib

  30. 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?

    #raylib

  31. All the NPCs now have tasks in the world. The biggest job is for the trash collector who has to roam around collecting trash.

    #raylib

  32. 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.

    softwave.itch.io/waves

    #indiedev #raylib #glsl #creativecoding #wallpaper

  33. 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 😆

    #gamedev with #c and #raylib

    mikeder.itch.io/farming-game

  34. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  35. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  36. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  37. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  38. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  39. 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!

    #raylib

  40. 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.

    #raylib #indiedev #pirates