#raylib

WildRose😈🌹🏳️‍⚧️✅wildrose@mastodon.gamedev.place
2026-02-02

OK gamedev updates: getting Raylib set up. My plan is to (by default) render the game at 320x180 and upscale it. On most 16x9 screens this will be perfect pixels. On something like the Steam Deck's 1280x800 screen this will result in letterboxing. The default behavior is to letterbox, but I will have an option to remove that for weirdos who aren't bothered by mixels.

#gamedev #raylib

Testing the gamepad font icons of @kenney in my game using my SDL font rendering implementation. As long as the font size is not too big, this should work. Very useful! Here's the link: kenney.nl/assets/input-prompts

#gamedev #solodev #raylib

Lord Doctor Olle Wollej@hachyderm.io
2026-01-31

How to stay motivated as a solo maintainer of an open source project for 12 years. By Ramon Santamaria from raylib. This is the last talk of the day for me. I’m heading back to the hotel after this. I’m so tired after a whole day of talks.

#fosdem #raylib #graphics #OpenSource

A person on stage looking up at a screen with the text:

Raylib challenges: motivation 
Users - feedback & showcase
Side projects- raylib ecosystem 
Recognitions - awards & events
Self-care - no-screen hobbies

Organizing my todos using markdown ... then realizing: My game has a markdown viewer 😅

#gamedev #indiedev #solodev #raylib

I just uploaded a new devlog video, showing how the gameplay in my game works :)

youtu.be/ceJyZYMoc6Q

#gamedev #indiedev #solodev #raylib

I have this sudden urge to give the monitor a laser pointer that turns the cursor into a laser point light to highlight stuff.

And: Do you know the answer :D?

#gamedev #indiedev #solodev #raylib

I love the way the text waves into place. More so even since it works with embedded sprites and other features. I still want to align this a bit better.
#gamedev #indiedev #solodev #raylib

To quick-showcase what I did in my devlog in my video, I need to add just one more text markdown instruction. Just one more, I swear.

#gamedev #indiedev #solodev #raylib

The short sequence I managed to do till this point; it's took me like a day to get there. Added smoothing options for transitions, the camera motion, the ability to draw the sprites like that and stepping through the simulation...
I hope this all is worth the trouble.
#gamedev #solodev #raylib

Tutorial steps can now animate parameters over time beyond their steps. Don't ask how it's done, it's just another hack inside a project full of hacks. I think it's insane at this point that it's all still working. But only results count...

#gamedev #indiedev #solodev #raylib

Testing out special tutorial mode camera settings and tutorial render configurations... Steps can define render commands to draw gradients, texts or sprites and such... let's see where this goes.

#gamedev #indiedev #solodev #raylib

2026-01-27

The 5.0 Release is coming along slowly but surely. I have completed numerous core improvements over the last few weeks, and now I am focusing on finishing the drawing algorithm overhaul.

For instance, now you can generate and draw rounded polygons using various parameters.

#ShapeEngine #raylib #gamedev #indiedev #gameengine #csharp #programming

The fact that I can use different fonts (types, italics, bold, ...) in one print blows my mind. In case that sounds weird, this is my own "engine" (I don't think it qualifies as an engine, but it's not too far away anymore)

#gamedev #indiedev #solodev #raylib

🥹
It looks like I am getting it done. I did NOT believe this. Different fonts. Later I will try to have different font sizes. And shadows. And other stuff.
TIP: Get the font rendering working BEFORE doing stuff like markdown.

#gamedev #indiedev #solodev #raylib

The first attempt to replace the font rendering .... looks about just as expected.
TBH, I am not sure if my existing approach is compatible with this new text rendering API. I'll try to make it work, but it might be I need to do another markdown implementation.

#gamedev #indiedev #solodev #raylib

Testing the font rendering effects for my font cache implementation. There is a noticeable lag when rendering texts with new fonts. I'll have to see how bad this feels in game.
Still, I'm pretty happy with the outcome. Texts still being readable at 9px is great.

#raylib #gamedev #solodev #indiedev

First task today: Make my font rendering as compatible with raylib's Draw/MeasureText function as possible. Spacing is bound to work differently due to using float instead of integers. The blue overlay is text drawn with DrawText. The black one is my replacement.
#gamedev #indiedev #solodev #raylib

Got this much working so far:
- LRU cached SDF glyphs
- Multiple fonts in one print statement
- configurable styles: Colors, outline-, shadow-style, font size
It is an independent text render implementation and unrelated to raylib's text drawing API.

#gamedev #indiedev #solodev #raylib

Césaridaho06
2026-01-25

This is the current status of my toy game engine. This is mostly particle emitters, entity cloning, and a small touch of post-processing shading. I'm quite happy and learning a lot.

I spent the morning looking into SDF font usage in #raylib.
The default SDF function would be pretty nice - if not for a bug in the stb_truetype header that is not handling overlapping polygons. So I looked into using msdf-atlas-gen and importing it into raylib.

#gamedev #indiedev #solodev

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