i have what i think is a novel approach to clean rounded rectangles from 1px-128px corner radius:

we have 5 different textures, each of circles with the specified radius (so the 8px corner radius texture is 16x16, for example.) the radii we actually have textures for are 8px, 16px, 32px, 64px and 128px.

when you want to draw a rounded rectangle of *any* corner radius, what you do is you find the texture with the next highest corner radius (so 8px corners would use the 8px textures, 12px corners use the 16px texture, 100px uses 128px etc.) and you simply scale the corners down to the desired radius when you copy them (using bilinear scaling to eliminate jaggies)

it's so cool. and good. and it looks very nice.

originally i had a texture for 4px corners as well but i deemed it unnecessary and hacksawed it out of the engine

one fun bonus detail is that the corner texture is compiled in since odin (the language i wrote this in) allows you to compile files in as binary data (arrays of 8-bit unsigned integers)

#gamedev #raylib
Omg I'm having so much fun with #Odin + #Raylib. It's amazing how quickly you can put stuff together when you're not wrestling with a "framework"
Back from the dead! Thought I'd share some progress I am making on my level editor for my projects going forward. It's got some way to go. Made using DearImGui #raylib, cereal and entt :). #gamedev

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