I’m going to show a very simple plug-in, it will show the years, months and days since a given day, to ensure it has a reasonably unique name (which is important) I’ve called it sincer. Sincer will use wordpress short codes to insert the date interval into any post, so first it’s worth looking at…
Category: raylib
Cell shading with raylib
Cell shading (sometimes called toon shading) is a fantastic way to give your game a really neat style. There are really two different aspects to a toon shader, one is the banded lighting, and secondly the outlining of the whole model and also outlining the separate features in the model. In order to detect interior…
Alternative Wavefront OBJ loader for raylib
[ TLDR ] The code is at the bottom of the post… I seem to have had incredable bad luck with OBJ files, while some lock up the loader (material hash map problem as far as I can tell) and some even still causing heap corruptions. I looked quite a bit into the current loader…
Using qhull
At first glance turning a bunch of points into some kind of mesh should be an easy task. However look a bit closer and its a different matter. This is where qhull comes in really handy, designed specifically to do this and other closely related tasks, it comes as a stand alone application and also…
Nuklear (GUI) and raylib
Nearly a year ago I demonstrated using Nuklear with raylib, however because I was rendering the GUI inside a 3D environment (on a face of a 3D model rather than as a simple 2D overlay) Its occurred to me recently that the implementation might be a little confusing for someone just wanting to use Nuklear…
Advanced shader debugging with raylib
I was recently considering implementing simple animation system with a vertex shader, when I remembered just what a pain debugging shaders can be… Implementing some kind of shader output can be difficult to do, time consuming and odds on you’ll be testing in a way that means the shader isn’t actually being used as it…
raylib – upcoming changes to wavefront OBJ loading
For most models things are kept simple, just one material with a texture, job done – lets get this out the door! however especially if you want a good looking low poly style, then just one material just doesn’t cut it. Take a look at an example model from the highly recommended kenney.nl The first…
raylib billboards, advanced use
As raylib is intended for novice programmers (but more than useful enough for advanced users) it’s important not to make assumptions about the end users understanding of the finer points of rendering. With this in mind lets look at just what a “billboard” is. Billboards are fast, even a low poly tree (for example) could…
raylib parallax effect using 3D
The simple way to do some kind of parallax scrolling background, is simply to render in 2D a number of textures (scrolling at different speeds) usually with transparent (alpha) areas. However mix in a more complex scenario with particles and its time to leverage the power of the GPU to sort things by depth. This…
Python and raylib pushing crates
Believe it or not we’re not a million miles away from a functioning game! By using the players isWalkable function, we can push crates around when its appropriate. But first we need to set up our crates. What’s happening here isn’t too complex – we’re taking the map template for the new level and looking…