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Karl Zylinski 3d076f7bf5 Rename default hlsl shader 2 mesi fa
.github 0c665a980a GL ci 3 mesi fa
api_doc_builder 89ab4dab26 Doc styling 4 mesi fa
examples c8e26d73c6 Setting texture filter in d3d11 backend works 2 mesi fa
handle_map c994c4c77b Some kind of texture handle concept 5 mesi fa
.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 5 mesi fa
LICENSE 361c3c9672 Snake example 5 mesi fa
README.md e4aa187846 Update README with logo and project status 2 mesi fa
TODO.md 1214b97b09 todo 2 mesi fa
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 3 mesi fa
default_shader_fragment.glsl 50e390b39b Working on GL uniforms 3 mesi fa
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. 2 mesi fa
karl2d.doc.odin 6417161f82 better set_filter_mode api 2 mesi fa
karl2d.odin 6417161f82 better set_filter_mode api 2 mesi fa
render_backend_d3d11.odin 3d076f7bf5 Rename default hlsl shader 2 mesi fa
render_backend_d3d11_default_shader.hlsl 3d076f7bf5 Rename default hlsl shader 2 mesi fa
render_backend_gl.odin 389f7888fe gl: destroy texture 2 mesi fa
render_backend_gl_windows.odin 13490b536d Enable vsync on gl-windows 2 mesi fa
render_backend_interface.odin f0db2cf72b Some work on setting texture filters. Doesn't do anything yet. I have to think about how to best handle samplers in GL vs D3D 2 mesi fa
roboto.ttf 3cc43427a0 Some basic font rendering 4 mesi fa
window_interface.odin 7a1fdd4eda Docs 2 mesi fa
window_win32.odin 7a1fdd4eda Docs 2 mesi fa

README.md

This library is NOT ready for use!

karl2d_logo

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)

Logo by chris_php