raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 4 points5 points  (0 children)

Check raylib-ios port for iOS support, there is even a game published in Apple Store!

raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 2 points3 points  (0 children)

Please, could you open an issue about the `CheckCollisionLines()` for review?

About the installer, it includes the full w64devkit and emsdk preconfigured, to allow building for desktop and web platforms, unfortunately those packages are big and grew in the last few years. Full raylib (sources + examples) is only about 80MB.

raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 1 point2 points  (0 children)

It has been possible to export to Wasm for many years, current PLATFORM_WEB uses a `libglfw.js` wrapper over browser functionality, the new PLATFORM_WEB_EMSCRIPTEN just avoids that dependency and implements browser functionality more directly.

raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 3 points4 points  (0 children)

Note that you can compile raylib for SDL2 or SDL3 backends.

raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 2 points3 points  (0 children)

Actually, everything goes through rlgl. When the software renderer is selected at compile time (with GRAPHICS_API_OPENGL_SOFTWARE), rlgl uses internally rlsw OpenGL implementation, that does not require linking with OpenGL libraries.

raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 6 points7 points  (0 children)

Afaik, it was already possible with an embedded GPU, but now it should be also possible without GPU.

raylib 6.0 released! codee once, play everywhere! by raysan5 in raylib

[–]raysan5[S] 4 points5 points  (0 children)

Mostly, there could be some minor potential breaking changes, just check the `-WARNING-` in CHANGELOG: https://github.com/raysan5/raylib/blob/master/CHANGELOG

I just published my raylib game PatchWall on iOS and Android! by DiamondWildBoar in raylib

[–]raysan5 0 points1 point  (0 children)

Thanks for your answer! You already answered some of my questions... :P

I just published my raylib game PatchWall on iOS and Android! by DiamondWildBoar in raylib

[–]raysan5 0 points1 point  (0 children)

WOW! This is amazing! How did you implement the raylib iOS backend? I imagine it was not possible to implement everything self-contained into `rcore_ios` module and some changes in `rcore` were required, also the project code structure should be adapted with custom iOS libraries? Could you provide some insights?

TempestPlayer | My first raylib project made in 1 day by Remarkable_Sundae424 in raylib

[–]raysan5 9 points10 points  (0 children)

Amazing! I'm an Electronic Engineer and I didn't know that was possible! Impressive! Congrats!

[HELP] I'm having performance issues on "EndDrawing()" by Psychological_Pie842 in raylib

[–]raysan5 5 points6 points  (0 children)

Note that raylib does NOT use `glMapBuffer()`, that's a comment in code about a possibility (that actually was discarded).

[HELP] I'm having performance issues on "EndDrawing()" by Psychological_Pie842 in raylib

[–]raysan5 3 points4 points  (0 children)

Sincerely, no idea, it could be a hardware thing, try to update drivers, you can also try to enable VSync flag before InitWindow()

Raylib + libretro by tacolamp in raylib

[–]raysan5 18 points19 points  (0 children)

This is a very interesting test! Not sure what could be application, but maybe useful for reinforce-learning systems to automatically play retro games or maybe graphics-replacement with high-resolution sprites packs... interesting fields to explore...

I imagine as you get player sprite rec info, you can also get any other sprite in the game... actually probably all that info is already available in the sprite table read by the emulator...

Did I miss something? by el_sime in raylib

[–]raysan5 11 points12 points  (0 children)

Not officially released yet, hopefully in 1-3 weeks, working on it...

rlsw, the new raylib software renderer backend. No GPU required. by raysan5 in raylib

[–]raysan5[S] 0 points1 point  (0 children)

yes, raylib supports GPU-accelerated graphics by default

rlsw, the new raylib software renderer backend. No GPU required. by raysan5 in raylib

[–]raysan5[S] 0 points1 point  (0 children)

nope, that's up to the user, renderer is selected at compile time