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Wenzel Kuhn edited this page May 14, 2022
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Welcome to the raylib wiki! Here you will find information about the raylib library.
- The first section (Library Design) details how raylib is designed and structured, explains decisions taken during the development process, and describes how certain things work internally.
- The second section (Development Platforms) documents the specifics of compiling and using raylib on each of the supported platforms.
- The last two sections (IDE Configurations and Misc Help) collect miscellaneous documents that each cover some specific topic related to raylib development (for example, creating SpriteFonts for use with raylib or configuring an external TFT on RaspberryPi).
Premake is a very fast and easy way to setup a raylib project on windows and linux for GCC, MinGW, or Visual studio.
Instructions can be found here: Quick Setup
CMake is also an easy way of building your raylib project on any platform. You can find instructions here.
This wiki is open. Everyone is able (and welcome) to improve sections or add new pages, as required. Just, please, act responsibly :)
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