I use it for playing around with some game ideas, really liked the ease of it. Clean, compact API.<p>Only nuisance is that SUPPORT_BUSY_WAIT_LOOP is defined in the defaults, so I can't use the package from my distribution but have to compile it myself – as I don't want 100% CPU usage when prototyping (where I can happily live with inaccuracies of the timers). I considered opening an issue and forgot about it. But you, Ray, seem to be reading this thread anyway. :-) Thanks, by the way!
Loving the minimal aesthetic. Will give it a try this weekend ;)<p>Full API:<p><a href="https://www.raylib.com/cheatsheet/cheatsheet.html" rel="nofollow">https://www.raylib.com/cheatsheet/cheatsheet.html</a>
Prefer the use of types over preprocessor defines - ex: static const vs #define PI, RAD2DEG, etc. (<a href="https://github.com/raysan5/raylib/blob/master/src/raymath.h" rel="nofollow">https://github.com/raysan5/raylib/blob/master/src/raymath.h</a>). Also, take a look at using the GLSL data types for vectors and matrices - <a href="https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)" rel="nofollow">https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)</a> along with explicit use of SSE when appropriate and supported.
>Bindings to Lua (raylib-lua), Go (raylib-go) and more!<p>Is there a list of other bindings somewhere? I didn't see one in my admittedly cursory look.
Very cool - the syntax reminds me of Blitz3D, the language of choice for 15 year old me :)<p>Does this work with Swift and iOS - namely, is embedding this library as a dependency likely to pass Apple's App Store review process?