The default Windows installer bundles the compiler and a text editor to make poking at C to get graphics on the screen (accelerated or not) a 1 step process. Raylib is also extremely cross platform, has bindings in about every language, and has extra (also header only, 0 dependency) optional libraries for many adjacent things like audio or text rendering.
When I first started to learn C/C++ in the 2000s I spent more time fighting the IDE/Windows/GCC or getting SDL/SFML to compile than I did actually playing with code - and then it all fell apart when I tried to get it working on both Linux and Windows so I said fuck it and ignored that kind of programming for many years. Raylib is about going the opposite direction - start poking at C code (or whatever binding) and having it break and worry about the environment later when you're ready for something else.
How many lines to implement OpenGL 2.0 (non ES) ?
You also need to implement multitexturing (probably the easy part) but also all the texture combiner stuff too. This one is not hard but also a good chunk of code...
All in all, at least 40K if you ask me, but that's a very lowball estimate.
Of course if you don't care about implementing the full spec, you can get away with a lot less.
https://github.com/rswinkle/PortableGL
Cool project, and fun to play with.
Ha! That’s what I’m stuck with for Metropolis 1998. I have to use the ancient OpenGL fixed function pipeline (thankfully I discovered an AB extension function in the gl.h file that allows addition fields to be passed to the GPU).
I’m using SFML for the graphics framework which I think is OpenGL 1.x
Game to show what’s possible: https://store.steampowered.com/app/2287430/Metropolis_1998/
nnevatie•6h ago
Pannoniae•5h ago
In a similar way, this implements just enough so Raylib's OpenGL backend can run! It was done so you can use the library without external graphics dependencies if you really want to.
furyofantares•5h ago
Pannoniae•5h ago
furyofantares•4h ago
edit: I stand corrected by the downmods!