256 lines
11 KiB
Markdown
256 lines
11 KiB
Markdown
<img src="http://www.raylib.com/img/fb_raylib_logo.png" width=256>
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about
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-----
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raylib is a simple and easy-to-use library to learn videogames programming.
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raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
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Allegro and SDL have also been analyzed for reference.
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Want to see how easy is making games with raylib? Jump to [code examples!] (http://www.raylib.com/examples.htm)
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Since version 1.2.2 raylib can compile directly for web (html5) using emscripten and asm.js,
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to see a demo of raylib features working on web, [check here!] (http://www.raylib.com/raylib_demo.html)
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history
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-------
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I've developed videogames for some years and last year I had to taught videogames development
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to young people with artistic profile, most of them had never written a single line of code.
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I started with C language basis and, after searching for the most simple and easy-to-use library to teach
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videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
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couple of weeks that people that had never written a single line of code were able to program (and understand)
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a simple PONG and some of them even a BREAKOUT!
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But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
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confusing and some function names were not clear enough for most of the students; not to mention points
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like no transparencies support or no hardware acceleration.
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So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
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plain C coding and, the most important, primarily intended to LEARN videogames programming.
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I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
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so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
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raylib to XNA, MonoGame or similar libs extremely easily.
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raylib started as a weekend project and after three months of hard work, first version was published.
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Enjoy it.
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notes on raylib 1.1
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-------------------
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On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
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complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
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A new module named [rlgl] (https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translate raylib-OpenGL-style
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immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
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[rlgl] (https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath] (https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
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a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
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Some other big changes of this new version have been the support for OGG files loading and stream playing, and the
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support of DDS texture files (compressed and uncompressed) along with mipmaps support.
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Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
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notes on raylib 1.2
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-------------------
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On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a
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complete internal redesign of [core] (https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android] (http://www.android.com/) and [Raspberry Pi] (http://www.raspberrypi.org/).
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It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the user.
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On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input
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system has been written from scratch.
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A new display initialization system has been created to support multiple resolutions, adding black bars if required;
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user only defines desired screen size and it gets properly displayed.
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Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
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Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
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features
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--------
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* Written in plain C code (C99)
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* Uses C# PascalCase/camelCase notation
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* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
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* Unique OpenGL abstraction layer [rlgl]
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* Powerful fonts module with SpriteFonts support
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* Multiple textures support, including DDS, PKM and mipmaps generation
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards
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* Powerful math module for Vector and Matrix operations [raymath]
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* Audio loading and playing with streaming support (WAV and OGG)
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* Custom color palette for fancy visuals on raywhite background
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* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5**
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raylib uses on its core module the outstanding [GLFW3] (http://www.glfw.org/) library. The best option by far I found for
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multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
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raylib uses on its [audio] (https://github.com/raysan5/raylib/blob/master/src/audio.c) module, [OpenAL Soft] (http://kcat.strangesoft.net/openal.html) audio library, in multiple flavours,
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to accomodate to Android and Raspberry Pi.
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On Android, raylib uses native_app_glue module (provided on Android NDK) and native Android libraries to manage window/context,
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inputs and activity cycle.
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On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
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raylib is licensed under a zlib/libpng license. View [LICENSE] (https://github.com/raysan5/raylib/blob/master/LICENSE.md).
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tools requirements
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------------------
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raylib has been developed using exclusively two tools:
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* Notepad++ (text editor) - [http://notepad-plus-plus.org/](http://notepad-plus-plus.org/)
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* MinGW (GCC compiler) - [http://www.mingw.org/](http://www.mingw.org/)
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Those are the tools I recommend to develop with raylib, in fact, those are the tools my students use.
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I believe those are the best tools to train spartan-programmers.
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Someone could argue about debugging. raylib is a library intended for learning and I think C it's a clear enough language
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to allow writing small-mid size programs with a printf-based debugging. All raylib examples have also been written this way.
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Since raylib v1.1, you can download a windows Installer package for easy installation and configuration. Check [raylib Webpage](http://www.raylib.com/)
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building source (generate libraylib.a)
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--------------------------------------
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**Building raylib sources on desktop platforms:**
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_Step 1:_ Using MinGW make tool, just navigate from command line to raylib/src/ folder and type:
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mingw32-make PLATFORM=PLATFORM_DESKTOP
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NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
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mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
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**Building raylib sources on Raspberry Pi:**
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_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
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sudo apt-get install openal1
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_Step 2._ Navigate from command line to raylib/src/ folder and type:
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make
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**Building raylib sources for Android:**
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_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
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> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
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> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
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> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
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_Step 2._ Create the following environment variables with the correct paths:
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ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
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ANDROID_NDK_ROOT = C:\android-ndk-r10b
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ANT_HOME = C:\apache-ant-1.9.4
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_Step 3._ Navigate from command line to folder raylib/template_android/ and type:
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%ANDROID_NDK_ROOT%\ndk-build
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NOTE: libraylib.a will be generated in folder raylib/src_android/obj/local/armeabi/, it must be copied
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to Android project; if using raylib/template_android project, copy it to raylib/template_android/jni/libs/.
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**Building raylib sources for Web (HTML5)**
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_Step 1._ Make sure you have installed emscripten SDK:
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> Download latest version from [here].(http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html) I recommend following the portable version installation instructions.
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_Step 2._ TODO
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building examples
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-----------------
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**Building raylib examples on desktop platforms:**
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_Step 1:_ Using MinGW make tool, just navigate from command line to raylib/examples/ folder and type:
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mingw32-make PLATFORM=PLATFORM_DESKTOP
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NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
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libglfw3.a - GLFW3 (static version)
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libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
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libopenal32.a - OpenAL Soft, audio device management
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**Building raylib examples on Raspberry Pi:**
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_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
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sudo apt-get install openal1
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_Step 2._ Navigate from command line to raylib/examples/ folder and type:
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make
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**Building raylib project for Android (using template):**
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_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
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> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
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> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
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> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
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_Step 2._ Create the following environment variables with the correct paths:
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ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
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ANDROID_NDK_ROOT = C:\android-ndk-r10b
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ANT_HOME = C:\apache-ant-1.9.4
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_Step 3._ To compile project, navigate from command line to folder raylib/template_android/ and type:
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%ANDROID_NDK_ROOT%\ndk-build
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_Step 4._ To generate APK, navigate to folder raylib/template_android/ and type:
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%ANT_HOME%\bin\ant debug
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_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
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%ANT_HOME%\bin\ant installd
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_Step 6:_ To view log output from device:
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%ANDROID_SDK_TOOLS%\adb logcat -c
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%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
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**If you have any doubt, [just let me know][raysan5].**
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contact
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-------
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* Webpage: [http://www.raylib.com](http://www.raylib.com)
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* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
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* Facebook: [http://www.facebook.com/raylibgames](http://www.facebook.com/raylibgames)
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If you are using raylib and you enjoy it, please, [let me know][raysan5].
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If you feel you can help, then, [helpme!] (http://www.raylib.com/helpme.htm)
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acknowledgments
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---------------
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The following people have contributed in some way to make raylib project a reality. Big thanks to them!
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- [Zopokx](https://github.com/Zopokx) for testing and hosting 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 implementation and testing of 3D shapes functions.
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- Marc Palau for implementation and testing of 3D shapes functions.
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[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
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