For this technique to work you need at least OpenGL 4.3, but that said even quite long in the tooth integrated graphics can do this (at least on Linux, and I guess on windows), SSBO’s (Shader Storage Buffer Objects) are a great way for your shader to feedback information to your application. In this case […]
Tag: raylib
Just a quick update of my example of using Raylib with the Open Dynamics Engine. I never really spent much time tweaking the vehicle parameters, but its more than enough to get you going, you can get the code here
A few years ago I released Matrix Chain so I thought it was long overdue an update! There were a few minor changes needed for the latest version of Raylib, and the app still proves useful for experimenting with matrix calculations You can get it here Enjoy!
About a year ago I released a couple of templates for Raylib, I’ve just updated them for the latest (github) version of Raylib there is a non GUI and GUI version. Enjoy!
Some time ago I posted about path finding on a hexagonal grid. Its no surprise that there have been changes to Raylib’s API during this time, that said most of the changes are with define names and there are one or two functions that have changed names or have become more useful, all in all […]
One thing for sure is that correctly configuring a vehicle in a dynamics system, is more akin to a “black art” than a straight forward programming problem. There are multiple interconnected things to consider, for example friction side slip and suspension all interact to modify your vehicles behaviour, but are also effected by for example […]
First a quick word about “breakages” – I have to say the author of Raylib is a very careful coder (thankfully!) and ever since starting to use Raylib I’ve been able to track and use the master branch of Raylib on github, this does expose you to the occasional breakage, or usually more accurately a […]
When I began developing my Matrix Chain Sandbox app, I always had it in mind to do (at least one) tutorial using this tool as a teaching aid. Well my aim grew just a little higher after releasing my Old School 2 intro, I was inspired by the logo idea and I wasn’t surprised it […]
UPDATE: I’m happy to say that this post is redundant ! I submitted a Pull Request to the Raylib repository which has been accepted, have a look at the example raylib/examples/textures/textures_poly.c, with a slightly different name, this functionality is now a part of Raylib. As a bit of light relief from debugging some horrible memory […]
Whenever I want to start a new project with Raylib I used to start from a simple template, which I’ve now dusted off revamped and added a second version with the addition of Nuklear to provide a GUI, I simply do a quick And I’m ready to start on my next mad idea adventure! The […]