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now that dust has settled, what do you think about software rendering backend?
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why does keep putting in that much effort for features that most people don't want/need? There are long standing performance issues or general C issues in the api that would improve raylib a lot but the author always refused to implement the stuff because muh educational project. Whats the point of a software backend then. Is sdl3gpu a threat?
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>>108671209
i wonder if it will manage to be faster than the slow ass unbatched hardware rendering on dreamcast
>>108671315
>features that most people don't need
are they finally adding support for the most important platform, windows 98?
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t. makefile and tcc.exe tread
>>108666688
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>>108672488
>Idk why not? sdl exists if you want a more serious project anyway.
this is what I keep going back to. I try out raylib and its not that its bad, but the internet is filled with every fucking SDL question you could possibly want answered and all the features you could possibly want. its a weird trade off to go for something slightly worse in every way.
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What autists don't realize is that Raylib's primary competition is not SDL, it's competing with higher level abstract libraries like LOVE2D, Python Arcade and PixiJS. The idea of Raylib is that you can program a game with an API that's close to being as as simple as those other very beginner-friendly libraries, while still being able to program in C (or some other lower-level language like Odin) for get native compilation and superior performance.
It doesn't matter how easy it is to find answers to questions about SDL, the fact that you even have to ask the questions at all is a barrier. The resulting code is more complex and harder to reason about if you don't already have a deeper understanding of how rendering works.
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>>108673598
>It doesn't matter how easy it is to find answers to questions about SDL, the fact that you even have to ask the questions at all is a barrier.
this, 90% of questions are already answered in examples/interactive demos.
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>>108673650
You are still missing the point.
People want to focus on making their game. They want to put pixels on the screen, make sound effects, and they want to implement their game logic. They don't want to have to fuss with the distinction between a surface and a texture just to put a sprite on the screen. All this extra boilerplate code leads to more programming mistakes, more errors, and more frustration. It's called Accidental Complexity and Fred Brooks wrote about it 40 years ago.
Raylib has a major advantage over SDL under those conditions. There's still more complexity than an absolute toy like a Python game library, but it's still much less than SDL and the results are a lot better than the high level libraries.
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>>108673960
Might be fixed now
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>>108673598
> it's competing with higher level abstract libraries like LOVE2D, Python Arcade and PixiJS.
all painfully slow
>>108673724
>Raylib has a major advantage over SDL under those conditions. There's still more complexity than an absolute toy like a Python game library, but it's still much less than SDL and the results are a lot better than the high level libraries.
it's ok for basic stuff but trying to get performance out of sdl and raylib isn't easy. i started with sdl and realized very quickly it was unsuitable and i taught myself opengl instead, harder but the performance is fantastic.
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>>108674695
what an odd remark
>>108674782
i can't imagine what you were doing to run into performance problems with either
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>>108674782
>it's ok for basic stuff but trying to get performance out of sdl and raylib isn't easy. i started with sdl and realized very quickly it was unsuitable and i taught myself opengl instead, harder but the performance is fantastic.
what were you doing? I tried both and ended up with sdl. the reason was I was doing a graphical application but no real animations and sdl just ate way less ram when things were static and I wasn't painting updates.
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>>108671315
>>108671575
>>108672851
>>108672488
>>108672875
This is made by unity shills, raylib is "le scary" for the homosexuals in San Fransisco. Unity is so open-ended, and so broken, that you would still write your own engine on top of it to fix it.
>"Do yourself a favour, and put yourself in a position where you can get used and abused."
You know they hate you right?, you know you are cattle, right?...
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>>108674966
Oh, and I suppose you're not cattle?
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>>108674979
Oh Noo! You got me, yes I am! X((
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>>108675055
I don't like unity either though :)
Actually in my previous post I said you should either use an engine OR learn some serious libraries like sdl, opengl, vulkan, whatever you need. Raylib is a silly library for larpers.
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>>108675097
My honest recommendation is to follow your heart and do it. If it doesn't pan out you will learn a lot in the end. Don't fall for the /g/trap of sitting idle and waiting for retarded nodevs to reach a conclusion to their pointless contrarian non stop shitflinging, just close the tab and get yourself started right now.
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>>108675097
The biggest problem is figuring out your physics and game systems, ray cast etc. Raylib has been pretty smooth for me, it is easily replaceable, in my game engine. The game logic and visuals are separated. It seems to be some nice places to download shaders other people are using, and copy-paste it in, so thats nice, but Im not at that stage yet. I would say that it is the best pick, since you are starting out, and you probably are intrested is solving more non-standard problems than opening and closing game-windows.
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>>108675277
Raylib also have some essential stuff that you will need anyway, like recording button presses on a gamepad, or some physics detection. Just because you use raylib does not mean you cant mix in some other APIs as well, for sound and physics.
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>>108674925
>what were you doing?
was making a space shooter in sdl. realized some of these sdl routines were bit too slow and slowly turned into a tiny 2d/3d backbone for windows executables, no dependencies unless you want audio. small exe size. very demoscene-ish. anyway, yea the speed increase i got was phenomenal. i just give opengl+gpu a pointer to a table containing some ungodly amount of objects and it happily uses it. i never bothered to look too deeply into the internals of sdl to give that much of a fuck and really was just easier to make my own shit from scratch. if you know sdl, pygame, raylib i shit you not it's EASY to go to opengl or even vulkan and just bang the metal directly and cut out the middlemen.
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>>108675290
https://www.raylib.com/cheatsheet/cheatsheet.html
ctrl+f shader manag
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>>108675411
>>108675465
Software rendering is when the cpu does all the calculations on how objects should be displayed. Raylib has software rendering functionality, but it loads models and textures into the gpu by default.
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I was considering raylib to program a web client for a "game" without having to write javascript but for now I'm toying with https://ebitengine.org/ and it seems i can export to WASM. I have no idea how both stands regarding performance, I never done game dev in my life
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I use it for my text editor
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>>108676453
>and OP is whining
Nice projection, do you have IP counter screenshot to support your statement or are you just another /g/ schizo?
>>108676459
>Raylib has go bindings.
It's inconsistent and Go-nonnidiomatic, hopefully whatever retard got already working on 6.0 bindings update will get this right (he won't).
Not all functionality is implemented but at least it is somewhat usable for 2d rendering.
How do I disable permanent F12 screenshot hotkey? What is the usecase of hardcoding this?
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>>108676701
>and OP is whining
He clearly meant >>108671315, not OP.
>What is the usecase of hardcoding this?
Stupid question. The usecase for the feature is obvious. The choice to hardcode is typically a tradeoff of implementation simplicity and maintenance. 5 lines of code vs ~20. You have to draw the line somewhere. Seems kind of silly to me in this case, given that a community dev even did all the work to patch it in 2021, but it's really a pretty trivial issue either way.
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>>108677798
i found these helpful to read
https://quakewiki.org/wiki/FTEQW_Wiki
https://pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf
https://github.com/shpuld/EscapeFromSpace
https://github.com/shpuld/id1-quakec-cleaned
unfortunately, i also had to read a lot of forum posts from spike when i didn't know how to do something in fte
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>>108677885
>unfortunately, i also had to read a lot of forum posts from spike when i didn't know how to do something in fte
BUT THE CODE IS THE DOCUMENTATION BRO!
>>108677875
Only mods to the engine itself.
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>>108677914
>>108677946
It's literally called a viral license for a reason, dumdums.
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>>108677831
>wanting a cuck license
Corpos still fear the GPL despite AI.
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>>108678320
>gamedev framework #29742165
>IT'S XNA
xna died over 30 years ago anon, move on
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>>108675761
All that matters is making a fun prototype.
Keep doing what you're doing. If you migrate it'll just be a good opportunity to do a rewrite using everything you've learned and with certain guarantees about the data, this will result in more performance (optimizing for known conditions) than anything else.
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>>108678704
>compatability
you mean portability? gaming is 99% windows, you don't need portability, and even if you think you do, name you language and it probably compiles for windows, linux, and android
>blazingly fast
same as basically any compiled language, and it's only as fast as the programmer is competent, speed comes more from the proper application of algorithms and data structures than from anything else
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