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Karl Zylinski 35e8a65d75 D3D11: Samplers and textures from reflection + system for picking 'default texture' based on name 'tex' 4 месяцев назад
.github 0c665a980a GL ci 4 месяцев назад
api_doc_builder 89ab4dab26 Doc styling 6 месяцев назад
examples f71cc7dcd2 D3D11 backend: Binding constant buffers to both vertex and pixelshader works. Properly shares the data between. 4 месяцев назад
handle_map c994c4c77b Some kind of texture handle concept 6 месяцев назад
.gitignore b438621db6 Some initial work on loading shaders. Fetches constant buffer locations using reflection and makes it possible to set them. A constant buffer field called 'mvp' is automatically filled if found 6 месяцев назад
LICENSE 361c3c9672 Snake example 7 месяцев назад
README.md 0c7cb4eaa7 move todo to separate file 4 месяцев назад
TODO.md 1214b97b09 todo 4 месяцев назад
config.odin 4c468a2972 Reworked how constants are exposed from backend to end-user. Now there are only named constants, but those may or may not be backed by a constant buffer behind the scences. This will play nicer with GL while allowing the typical constant buffer blocks of d3d 4 месяцев назад
default_shader_fragment.glsl 50e390b39b Working on GL uniforms 4 месяцев назад
default_shader_vertex.glsl bc7cc4bf23 Half done shader reflection for PS and VS... I need to know if cbuffers are shared between the two stages etc. 4 месяцев назад
karl2d.doc.odin 4c468a2972 Reworked how constants are exposed from backend to end-user. Now there are only named constants, but those may or may not be backed by a constant buffer behind the scences. This will play nicer with GL while allowing the typical constant buffer blocks of d3d 4 месяцев назад
karl2d.odin 35e8a65d75 D3D11: Samplers and textures from reflection + system for picking 'default texture' based on name 'tex' 4 месяцев назад
render_backend_d3d11.odin 35e8a65d75 D3D11: Samplers and textures from reflection + system for picking 'default texture' based on name 'tex' 4 месяцев назад
render_backend_gl.odin 35e8a65d75 D3D11: Samplers and textures from reflection + system for picking 'default texture' based on name 'tex' 4 месяцев назад
render_backend_gl_windows.odin da0429fe29 Move wgl to separate file 4 месяцев назад
render_backend_interface.odin 35e8a65d75 D3D11: Samplers and textures from reflection + system for picking 'default texture' based on name 'tex' 4 месяцев назад
roboto.ttf 3cc43427a0 Some basic font rendering 5 месяцев назад
shader.hlsl 50e390b39b Working on GL uniforms 4 месяцев назад
window_interface.odin 02053e019e get window scale support 6 месяцев назад
window_win32.odin cb8ac64d83 Some memory cleanup stuff 4 месяцев назад

README.md

This library is NOT ready for use!

Karl2D is a work-in-progress library for creating 2D games using the Odin Programming Language.

The API is based on Raylib because I like that API. But the implementation is meant to have as few dependencies as possible (only core libs and rendering APIs in vendor). The API will not be identical to Raylib. I'll modify to fit Odin better etc.

What features of Raylib will not be included?

  • 3D
  • Some maths things that can be found in Odin's core libs

Might not be included:

  • Time management (use core:time instead)