I tried letting agents run rampant trying to make a Mibo game for turn based strategy, that didn't work!

I went in a do a little bit more of manual work from the ground up and here's the result

PR for the interested
https://github.com/AngelMunoz/Mibo.Raylib/pull/16

#dotnet #fsharp #raylib

Replacing now the production / consumption unit icons... The letters A-G are printed as overlays. This is quite simple to do since I have cursor movement commands so I can control how the glyphs are placed using the syntax I made.

#gamedev #indiedev #solodev #raylib

My demo version is now deployed via steam and it is actually starting and the steam overlay is at least working... time to take care of the many other broken bits 🫠

#gamedev #indiedev #solodev #raylib

i've been using Zig for a while, i built an ATtiny85 emulator with Raylib for my final university assignment, it can compile to Linux, Windows, macOS*, and the web with just zig build, which is pretty amazing.

https://codeberg.org/aerphanas/zel

*i don't have a Mac, but technically it should build there too.

#zig #raylib

zel

Simple GUI ATtiny85 Emulator

Codeberg.org

There is not much development to show for my 8-bitBot project, but I swear, I am still on this, it just ... not very cool or interesting. Though automatic deployments to different platforms is cool. When it works. Setting it up, not so much 🫠.

#gamedev #indiedev #solodev #raylib #ci #steam

I've released a new version of my raylib-ocaml bindings. It now supports raylib 6.0.0 and modularizes the library into the modules of upstream raylib.

https://github.com/tjammer/raylib-ocaml/releases/tag/2.0.0

Handling of constants is also improved and since this breaks the API (in minor ways) I decided to give it a new major version.

PR to opam is underway

#ocaml #raylib

Release 2.0.0 · tjammer/raylib-ocaml

CHANGES: Upgrade to raylib 6.0 (thanks @rossberg) Re-work constant binding: Flag-like constants are now values instead of variants, with a ( + ) combinator for or-ing constants together. Instead o...

GitHub

New Mibo.Raylib Release
This is a fast follow release,
it adds support for normal maps in the 2D renderer and skeletal animation for the 3D render

> dotnet add package Mibo.Raylib 1.1.0

Release Notes:
https://github.com/AngelMunoz/Mibo.Raylib/releases/tag/v1.1.0

3D animation docs https://angelmunoz.github.io/Mibo.Raylib/animation3d.html

#dotnet #fsharp #gamedev #raylib

Release v1.1.0 · AngelMunoz/Mibo.Raylib

Added ShadowDepthResources struct bundling shadow shader + material + uniform locations. ShadowPassHelpers module with collectShadowCasters, createDirectionalShadowCamera, renderShadowRegion, coll...

GitHub

Last week I had a chat with @raysan5, the author of Raylib. It's amazing how extended, used and beloved the library is, but how little support it has, even after so many years and with such a fan base.

If you happen to enjoy #raylib and make money using it, plz consider helping its sustainability ❤️

Small weekend project: TreeView UI control

#raylib #raygui

I've finally managed to tick off a box for my raylib bindings that I wanted to solve for literal years.

Like upstream raylib, we now separate the library into modules of `core`,
`text`, `shapes`, `textures`, `models`, and `audio`. The types all live
in `core`. This allows linking only a subset of the library surface, for
smaller binaries. A super-module `raylib` re-exports everything to link
the whole binding (including `rlgl`), so there is no breakage for users.

#ocaml #raylib