97e40ced57
This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could. The BIG changes to the module are: - Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system. - Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations. - Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f() - Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is. - Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed. - TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but... |
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cmake | ||
examples | ||
games | ||
logo | ||
projects | ||
src | ||
templates | ||
.gitignore | ||
.travis.yml | ||
appveyor.yml | ||
CHANGELOG | ||
CMakeLists.txt | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
HELPME.md | ||
HISTORY.md | ||
LICENSE.md | ||
raylib.pc.in | ||
raylib.rc.data | ||
README.md | ||
ROADMAP.md |
raylib is a simple and easy-to-use library to enjoy 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 enjoy 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
- NO external dependencies, all required libraries included with raylib
- Multiple platforms supported: Windows, Linux, MacOS, Android... and many more!
- Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
- Unique OpenGL abstraction layer (usable as standalone module): rlgl
- Multiple Fonts formats supported (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, MP3, FLAC, XM, MOD)
- VR stereo rendering support with configurable HMD device parameters
- Bindings to Lua (raylib-lua), Go (raylib-go) and more!
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
- Discord: https://discord.gg/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.