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README.md | ||
ROADMAP.md |
raylib is a simple and easy-to-use library to learn videogames programming.
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
raylib could be useful for prototyping, tools development, graphic applications, embedded systems and education.
NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way. Are you ready to learn? Jump to code examples!
features
- Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
- Unique OpenGL abstraction layer (usable as standalone module): rlgl
- Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
- Flexible Materials system, supporting classic maps and PBR maps
- Shaders support, including Model shaders and Postprocessing shaders
- Powerful math module for Vector, Matrix and Quaternion operations: raymath
- Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
- Multiple platforms support: Windows, Linux, FreeBSD, MacOS, UWP, Android, Raspberry Pi, HTML5.
- VR stereo rendering with configurable HMD device parameters
- NO external dependencies, all required libraries included with raylib
- Complete bindings to LUA (raylib-lua) and Go (raylib-go)
raylib uses on its core module the outstanding GLFW3 library, embedded inside raylib in the form of rglfw module, avoiding that way external dependencies.
raylib uses on its audio module, the amazing mini_al audio library, single-file header-only and supporting multiple platforms and multiple audio backends.
raylib uses internally multiple single-file header-only libraries to support multiple fileformats loading and saving, all those libraries are embedded with raylib and available in src/external directory.
On Android, native_app_glue module
(provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.
On Raspberry Pi, Videocore API and EGL libraries are used for window/context management and raw inputs reading.
build and installation
Binary releases for Windows, Linux and macOS are available at the Github Releases page. raylib is also available via multiple package managers on multiple OS distributions. For more info check raylib Wiki.
To build raylib yourself, check out also the raylib Wiki for detailed instructions.
raylib has been developed using exclusively two tools:
- Notepad++ (text editor) - http://notepad-plus-plus.org/
- MinGW (GCC compiler) - http://www.mingw.org/
Those are the tools recommended to develop with raylib, in fact, those are the tools my students use.
contact
- Webpage: http://www.raylib.com
- Twitter: http://www.twitter.com/raysan5
- Facebook: http://www.facebook.com/raylibgames
- Reddit: https://www.reddit.com/r/raylib
- Twitch: http://www.twitch.tv/raysan5
- Patreon: https://www.patreon.com/raylib
- YouTube: https://www.youtube.com/channel/raylib
If you are using raylib and you enjoy it, please, let me know.
If you feel you can help, then, helpme!
license
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check LICENSE for further details.