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Welcome to the raylib wiki! Here you will find information about raylib library.
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The first section details how raylib is designed and structured, explains decisions taken during the development process, and describes how certain things work internally.
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The second section focusses on the specifics of the various platforms supported by raylib. It includes information about library compilation on different platforms, and library usage on games/apps/tools development.
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The third section includes miscellaneous information about specific topics related to raylib development (for example, creating SpriteFonts for use with raylib, or configuration of an external TFT on RaspberryPi).
This wiki is open. Everyone is able (and welcome) to improve sections or add new pages, as required. Please just take a bit of care. :)
www.raylib.com | itch.io | GitHub | Discord | YouTube
- Architecture
- Syntax analysis
- Data structures
- Enumerated types
- External dependencies
- GLFW dependency
- libc dependency
- Platforms and graphics
- Input system
- Default shader
- Custom shaders
- Coding conventions
- Integration with other libs
- Working on Windows
- Working on macOS
- Working on GNU Linux
- Working on Chrome OS
- Working on FreeBSD
- Working on Raspberry Pi
- Working for Android
- Working for Web (HTML5)
- Working on exaequOS Web Computer
- Creating Discord Activities
- Working anywhere with CMake
- CMake Build Options
- raylib templates: Get started easily
- How To: Quick C/C++ Setup in Visual Studio 2022, GCC or MinGW
- How To: C# Visual Studio Setup
- How To: VSCode
- How To: Eclipse
- How To: Sublime Text
- How To: Code::Blocks