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Analyzed from 470 words in the discussion.

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#raylib#world#self#swift#game#unreal#engines#building#cool#more

Discussion (13 Comments)Read Original on HackerNews

sibitβ€’31 minutes ago
This is awesome. I don't do any graphics programming and don't really have any Raylib experience (or keep up with the projects developments) but it inspired me to begin learning C this past few months. I started building my own zero dependency software renderer (all it can do is color the background and render a spinning 2d rectangle). I'm really excited to dig into the rlsw source code later today.
forsalebypwnerβ€’about 3 hours ago
The new software renderer looks very cool. Will have to give this a spin on an ESP32S3
alex_xβ€’about 2 hours ago
I'm currently building my roguelike in swift using c-interop with raylib - this brings me so much joy
dioxideβ€’about 2 hours ago
more info pls.
alex_xβ€’about 1 hour ago
there is not much to brag about yet :'(

About a year ago I was curious about building an ECS-based game engine with world simulations like in dwarf fortress, but obviously at much smaller scale while playing Starfield. Something cool started to materialise after tinkering so I thought why not turn it into a space-sim roguelike with a simulated living world.

I use swift because it gives me fantastic devex with all its great type inference and macros + raylib gives me cross platform input handling / rendering and window management.

C-interop setup is basically instant - you point compiler to c headers and the API becomes immediately visible on swift side

As for swift ergonomics, I particularly love that I can now write very readable code, like:

> world.addRelation(attacker, Attacks.self, target) > world.addRelation(player, Owns.self, sword)

or

> for (entity, position) in world.query(Position.self).with(Health.self, Velocity.self).without(Enemy.self) {}

kenshiβ€’7 minutes ago
This sounds cool. You mentioned Swift's macros - would you mind talking a bit how you are using them?
sleepycatgirlβ€’about 2 hours ago
Man, am I so excited. raylib is how I managed to actually.. start getting proper fun out of programming, and finally get some projects that could be considered complete, as small as they were.
vivzkestrelβ€’about 2 hours ago
do we still need unreal engine and unity? if yes what are the things that raylib is missing that these engines have? beginner gamedev so please take it easy here
techjamieβ€’about 1 hour ago
Those engines serve a different purpose than a library like Raylib. They give you a bunch of stuff out of the box like lighting, raytracing (esp Unreal), pathfinding, and a ton of helper functions used in making a game like vector calculations.

Raylib helps you draw stuff, play sound, and do the basics. But you're gonna be writing your own lighting/raytrace/pathfind/etc functions and it's ultimately going to take longer. The upside is if you need to do something very unique, all of the power to mske it reality is in your hands because Raylib isn't opinionated on how your game logic works and how it's packaged up. It's just the delivery guy to give the result to the user.

gmuecklβ€’about 1 hour ago
Raylib is more of a low level runtime library than an engine. Godot, Unity, Unreal etc. come with very extensive interactive tooling for game creation. Modern engines are really about interactive content editing and collaboration in the development process. This is essentially table stakes for game development in larger teams, and comes with a lot of added internal complexity.
c0baltβ€’about 1 hour ago
The scope/feature set of both is just quite a lot wider, from IDEs to an ecosystem of 1st and 3rd party libraries and extensions. The rendering engines and their capabilities are also quite different (with Unreal and Unity both being quite a lot more advanced).
boarushβ€’about 2 hours ago
Waiting for Tsoding to do another Raylib speedrun
metaltyphoonβ€’about 2 hours ago
That's his go to for "hello world" for different languages :D. I love it so much.