Raylib is a simple and easy-to-use library to enjoy videogames programming

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • raylib

    A simple and easy-to-use library to enjoy videogames programming

  • There is no solid standard, since it's C we're talking about. I would kind of agree that lower case is more common. More weirdly (from reading the header [1], I have not worked with raylib) the public types and function names are not namespaced so if your code already used Texture or Camera those become clobbered along with DrawPixel(), InitWindow() and hundreds more (the header is ~1,500 lines).

    I'm not saying that's bad, and the API seems really nice to work with, it's just a bit odd and against the "common wisdom" on how to design C libraries.

    I guess for a game there might not be a lot of need for other libraries, since raylib really does a lot of stuff.

    [1]: https://github.com/raysan5/raylib/blob/master/src/raylib.h

  • jaylib

    Janet bindings to Raylib

  • The Janet bindings work great as well. Lots of fun! https://github.com/janet-lang/jaylib

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  • raylib-go

    Go bindings for raylib, a simple and easy-to-use library to enjoy videogames programming.

  • Raylib is awesome! It reminds me of the old school days of using BlitzBASIC to get things drawn on screen because it's easy and so much fun. This is how programming used to be, no fuss, just easy to use libraries.

    I currently use Raylib with Go and the Go bindings[1] to create screensavers for Linux and I'm really happy with the results.

    I even use it at work to draw interactive infrastructure diagrams that animate dependencies, allow controlling start-up etc. It's really flexible and simpler than anything else I've found to get stuff on-screen. I love it!

    [1]: https://github.com/gen2brain/raylib-go

  • noh

    An open source implementation of Icefrog's DotA, with a pretty amazing engine. Builds in 3 minutes flat; cross-platform.

  • One big problem holding devs back from enjoying gamedev is a lack of quality 3D assets. The engine can be wonderful, but mods were successful due to the availability of existing models and textures that they can poach from the parent game.

    I’ve been trying to fix this. It’s not quite ready for showing, but whatever: https://github.com/shawwn/noh

    I used to work on Heroes of Newerth, a dota clone. The parent company (S2 Games) sold it to Garena, who shut it down last year. In other words, there are ~80 unique characters with wonderful animations that no commercial entity cares about. I offer them to you.

    My gamble is that no one will care; Garena is a massive entity focused on the bottom line, and they’re based outside of the US.

    The main thing I’d like to do is to get together the names of all the artists that made these cool characters and promote their current work. HoN’s main strength was its graphics and fluidity, which even today some prefer over dota. That was thanks to an incredibly talented art team whose office was based in California, and I had the pleasure of watching them work for six months or so before the devs were relocated to Michigan. I miss them, and I should’ve spent more time learning the tricks of their trade.

  • tic-tac-toe-fortran-raylib

    Tic-Tac-Toe in Fortran with Raylib

  • raylib-haxe

    RayLib extern bindings for Haxe

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