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Karl Zylinski f71cc7dcd2 D3D11 backend: Binding constant buffers to both vertex and pixelshader works. Properly shares the data between. 4 mesi fa
.github 0c665a980a GL ci 4 mesi fa
api_doc_builder 89ab4dab26 Doc styling 6 mesi fa
examples f71cc7dcd2 D3D11 backend: Binding constant buffers to both vertex and pixelshader works. Properly shares the data between. 4 mesi fa
handle_map c994c4c77b Some kind of texture handle concept 6 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 6 mesi fa
LICENSE 361c3c9672 Snake example 7 mesi fa
README.md 0c7cb4eaa7 move todo to separate file 4 mesi fa
TODO.md 1214b97b09 todo 4 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 4 mesi fa
default_shader_fragment.glsl 50e390b39b Working on GL uniforms 4 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. 4 mesi fa
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 mesi fa
karl2d.odin f71cc7dcd2 D3D11 backend: Binding constant buffers to both vertex and pixelshader works. Properly shares the data between. 4 mesi fa
render_backend_d3d11.odin f71cc7dcd2 D3D11 backend: Binding constant buffers to both vertex and pixelshader works. Properly shares the data between. 4 mesi fa
render_backend_gl.odin 8a48e48c17 More uniform handling in GL backend 4 mesi fa
render_backend_gl_windows.odin da0429fe29 Move wgl to separate file 4 mesi fa
render_backend_interface.odin 8f0ab53b56 Remove unused interface field 4 mesi fa
roboto.ttf 3cc43427a0 Some basic font rendering 5 mesi fa
shader.hlsl 50e390b39b Working on GL uniforms 4 mesi fa
window_interface.odin 02053e019e get window scale support 6 mesi fa
window_win32.odin cb8ac64d83 Some memory cleanup stuff 4 mesi fa

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)