137 lines
9.7 KiB
Markdown
137 lines
9.7 KiB
Markdown
## Contributing to raylib
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Hello contributors! Welcome to raylib!
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This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
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Use your best judgement, and feel free to propose changes to this document in a pull-request.
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### raylib philosophy
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- raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself.
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- raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or is not clearly useful, better not to include it.
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- raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
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- raylib is collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
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- raylib's license (and its external libs respective licenses) allow using it for commercial products.
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### Some interesting reads to start with
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- [raylib history](HISTORY.md)
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- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
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- [raylib license](LICENSE.md)
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- [raylib roadmap](ROADMAP.md)
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[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit.
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Feel free to review it if required, just take care not to break something.
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### raylib C coding conventions
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Despite being written in C, raylib does not follow the standard Hungarian notation for C,
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it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions),
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more common on C# language. All code formatting decisions have been carefully taken
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to make it easier for students to read, write and understand code.
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Source code is extensively commented for that purpose, raylib primary learning method is:
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> learn by reading code and examples
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For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
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### Opening new Issues
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To open new issue for raylib (bug, enhancement, discussion...), just try to follow these rules:
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- Make sure the issue has not already been reported before by searching on GitHub under Issues.
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- If you're unable to find an open issue addressing the problem, open a new one. Be sure to include a
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title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior.
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- If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources.
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- On issue description, add a brackets tag about the raylib module that relates to this issue.
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If don't know the module, just report the issue, I will review it.
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- You can check other issues to see how is being done!
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### Sending a Pull-Request
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- Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable.
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- Don't send big pull-requests (lots of changelists), they are difficult to review. It's better to send small pull-request, one at a time.
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- Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry
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if you cannot test all the platforms.
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### raylib bindings
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Some people ported raylib to other languages in form of bindings or wrappers to the library, here is a list with the ones I'm aware of:
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- [raylib C/C++ version (default)](https://github.com/raysan5/raylib)
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- [raylib Lua binding](https://github.com/raysan5/raylib-lua)
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- [raylib Go binding](https://github.com/gen2brain/raylib-go)
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- [raylib Nim binding](https://gitlab.com/define-private-public/raylib-Nim)
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- [raylib Crystal binding](https://gitlab.com/Zatherz/cray)
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- [raylib Perl wrapper](https://metacpan.org/pod/Graphics::Raylib)
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- raylib Pascal binding with custom IDE (closed-source)
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- [raylib flat-assembler Usage example](http://forum.raylib.com/index.php?p=/discussion/comment/425/#Comment_425)
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- [raylib COBOL Usage example](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)
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Usually, raylib bindings follow the convention: `raylib-{language}`
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Let me know if you're writing a new binding for raylib, I will list it here and I usually
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provide the icon/logo for that new language binding.
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### Contact information
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If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
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You can write me a direct mail but you can also contact me on the following networks:
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- [raylib forum](http://forum.raylib.com/) - A good place for discussions or to ask for help.
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- [raylib Discord](https://discord.gg/VkzNHUE) - A direct communication channel for project discussions.
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- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
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- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
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Thank you very much for your time! :)
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----
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Here is a list of raylib contributors, these people have invested part of their time
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contributing (in some way or another) to make the raylib project better. Huge thanks to all of them!
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- [Zopokx](https://github.com/Zopokx) for testing the web.
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- [Elendow](http://www.elendow.com) for testing and helping on web development.
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- Victor Dual for implementing and testing 3D shapes functions.
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- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
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- Kevin Gato for improving texture internal formats support and helping on raygui development.
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- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
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- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
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- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
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- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
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- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
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- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
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- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
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- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
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- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
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- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
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- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
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- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
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- [Marcelo Paez](https://github.com/paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
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- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
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- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his improvements on OBJ object loading.
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- [RDR8](https://github.com/RDR8) for helping with Linux build improvements
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- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system
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- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building
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- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
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- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support
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- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain
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- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
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- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions and some fixes
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- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem
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- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives
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- [Wilhem Barbier](https://github.com/nounoursheureux) for supporting default shaders on shader loading, if shader not provided
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- [Ahmad Fatoum](https://github.com/a3f) for implementing continuus integration support for raylib (Travis and AppVeyor) and greatly improving build system.
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- [SamNChiet](https://github.com/SamNChiet) for his work on UWP inputs implementation.
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- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing mini_al audio library.
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- [Kai](https://github.com/questor) for multiple code reviews and improvements.
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- [RDR8](https://github.com/RDR8) for his work on Makefiles for Linux
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- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
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- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel()
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- [Jonas Daeyaert](https://github.com/culacant) for his amazing work on IQM animated models support
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- [Seth Archambault](https://github.com/SethArchambault) for his work on Android Gamepad support (SNES model)
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- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
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Please, if I forget someone in this list, excuse me and send a PR!
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