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Karl Zylinski 389f7888fe gl: destroy texture 4 月之前
.github 0c665a980a GL ci 4 月之前
api_doc_builder 89ab4dab26 Doc styling 6 月之前
examples 46a3f98921 Make CI happy 4 月之前
handle_map c994c4c77b Some kind of texture handle concept 6 月之前
.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 月之前
LICENSE 361c3c9672 Snake example 7 月之前
README.md 0c7cb4eaa7 move todo to separate file 4 月之前
TODO.md 1214b97b09 todo 4 月之前
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 月之前
default_shader_fragment.glsl 50e390b39b Working on GL uniforms 4 月之前
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 月之前
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 月之前
karl2d.odin f59f1bd907 Texture binding in GL 4 月之前
render_backend_d3d11.odin f59f1bd907 Texture binding in GL 4 月之前
render_backend_gl.odin 389f7888fe gl: destroy texture 4 月之前
render_backend_gl_windows.odin da0429fe29 Move wgl to separate file 4 月之前
render_backend_interface.odin 35e8a65d75 D3D11: Samplers and textures from reflection + system for picking 'default texture' based on name 'tex' 4 月之前
roboto.ttf 3cc43427a0 Some basic font rendering 5 月之前
shader.hlsl 50e390b39b Working on GL uniforms 4 月之前
window_interface.odin 02053e019e get window scale support 6 月之前
window_win32.odin cb8ac64d83 Some memory cleanup stuff 4 月之前

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)