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Karl Zylinski 55373f0f1a Use debug errors to clean up all state on shutdown 7 月之前
examples 8a5aeac332 Simple immediate vertex buffer population 7 月之前
.gitignore 09733423ba Enable D3D debug things and start fixing things it complains about, such as leaving the vertex buffer mapped 7 月之前
LICENSE 361c3c9672 Snake example 7 月之前
README.md 2dc388c5ba karlib -> karl2d 7 月之前
karl2d.odin ef2e77b4f0 Win32: Open window, clear background, basic keyboard input things. 7 月之前
karl2d_raylib.odin ef2e77b4f0 Win32: Open window, clear background, basic keyboard input things. 7 月之前
karl2d_windows.odin 55373f0f1a Use debug errors to clean up all state on shutdown 7 月之前
shader.hlsl 58e2cba111 Vec2 instead of Vec3 where applicable 7 月之前
todo.txt a9fb90fbfe TODO 7 月之前

README.md

This library is NOT ready for use!

Karl2D is a WIP library for creating 2D games using the Odin Programming Language.

The API is based on Raylib, but adapted to my tastes.

In its current state, Karl2D wraps Raylib. But in the long term the library will have its own implementation that only uses core libraries and rendering APIs from vendor.

Big upcoming tasks:

  • Port raylib examples to figure out API surface
  • Write a Windows + D3D11 backend (no more Raylib)

Why does it wrap Raylib?

I know Raylib very well. I like it, but I would like to have something written in native Odin. Having a native library is great for debugging, among other reasons. There are a few things I'd like to change about Raylib as well. So this library is meant to solve all those things.

However, since I like Raylib, using something similar to its API is a good starting point. The steps towards a native Odin library independent of Raylib are:

  • Wrap Raylib
  • Modify the API to my tastes, within what is possible while still wrapping Raylib
  • Write a new implementation that uses native OS windowing APIs and rendering APIs
  • At this point I have more control and can further refine the API

What features of Raylib will not be included?

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

Audio support isn't planned at first, but may be added later. Until then you can use vendor:miniaudio or similar.

I might skip the GetFrameTime / GetTime from Raylib and let the user use core:time instead.