ciroduran
8 hours ago
Raylib's author was very happy to announce that you can compile an entire raylib program with no dependencies other than, say, being a win32 app https://x.com/raysan5/status/1980322289527976202
flohofwoe
7 minutes ago
OTH there's not much of a difference between a plain Win32 app and a D3D app, the D3D headers and DLL stubs are part of the Windows SDK (and even the mingw2 headers), and the required DLLs are guaranteed to exist just like kernel32.dll etc... e.g. being able to build and run a Win32 app also implies being able to build and run a D3D app.
smlacy
6 hours ago
but ... why?
zamadatix
6 hours ago
The mantra for the library is "raylib is a simple and easy-to-use library to enjoy videogames programming." It's for hobbyist, learners, tinkerers, or just those that want to enjoy minimalistic graphics programming without having to deal with interfacing with modern machines yourself.
The default Windows installer bundles the compiler and a text editor to make poking at C to get graphics on the screen (accelerated or not) a 1 step process. Raylib is also extremely cross platform, has bindings in about every language, and has extra (also header only, 0 dependency) optional libraries for many adjacent things like audio or text rendering.
When I first started to learn C/C++ in the 2000s I spent more time fighting the IDE/Windows/GCC or getting SDL/SFML to compile than I did actually playing with code - and then it all fell apart when I tried to get it working on both Linux and Windows so I said fuck it and ignored that kind of programming for many years. Raylib is about going the opposite direction - start poking at C code (or whatever binding) and having it break and worry about the environment later when you're ready for something else.
pjmlp
11 minutes ago
I never ever bothered to compile SDL/SFML from source, what is so hard dumping the binaries into a folder, set the include paths for the compiler and linker?
Although I may imagine newbies may face some challenges dealing with compiler flags.
stodor89
28 minutes ago
Because GPU APIs are a nightmare clustertruck.
foota
6 hours ago
As someone who was once a child trying to figure out how to compile and link things to use SDL, I think there's some educational value in letting people make games without having to dive deep into how to use C++ toolchains.
SJC_Hacker
6 hours ago
If you want to do that, skip C++ entirely and just use Javascript or Python. You can get shiny things really quickly.
irilesscent
5 hours ago
I think there's still value in learning the C++ language and making a game or a demo is quite rewarding although raylib does have bindings for basically every conceivable language.
pjmlp
10 minutes ago
Agreed, especially since it is the main language in the games industry, however that doesn't mean it should be the very first experience.
rererereferred
an hour ago
Why not? The original Doom didn't use a GPU renderer. It should be possible to do simple 3d stuff in today's computers without it.
abnercoimbre
5 hours ago
I mean this with all the appropriate venom we can muster: this attitude is why software quality is nonexistent.