Yeah, didn't take long to go 100% off-topic. In everyone's defense, you seeded the off-topic discussion with your original post.
I hope that your Raylib port will be finished off, including audio. And preferably also be buildable with newlib too. I appreciate afxgroup's work, but would rather avoid having to manually replace the existing clib2.
[edit] ps: I purchased 2 of your books on Friday night and am working through them. The OpenGL tutorial isn’t playing ball at the moment because I’m on Mac which has to be about the worst idea going. I’ll restart on either Linux or OS4 ASAP.
The tricky part is getting SDL2 and libangle installed. After that, you can follow the tutorials. IIRC, kas1e managed to gee the tutorial code running on OS4. We have SDL2, and libangle can be ditched because we have OpenGL ES 2.
@kas1e Quote:
Need to add that since some time afxgroup's clib2 comes as shared clib2.library, and even as .so version too. So it have no point anymore to worry about newlib, which always will be bad choise when one need to fix something in it. Waiting years for public release of C library fixes its just unnaceptable anymore. IMHO. Even if Hyperion will made newlib opensource someday (which i doubt), its just too late for newlib.
Not yet. Afxgroup's clib2 needs to be manually installed. Not only that, it has to be installed over the top of the original clib2. That's messy, and potentially causes trouble when linking to libraries compiled with the old clib2. That's messy.
I don't need to think with newlib, because it's the default C runtime.
It would be game over for newlib, if afxgroup's clib2 got bundled in the SDK ready to go, and became the default runtime.
I still prefer newlib, and would rather see it updated. But, if that's not going to happen, then replacing it is the only viable way forward.
I had no idea what was Raylib meant for but now I see clearly what you can do with this lib !
Lol! Yes, sorry, I completely overlooked actually saying what Raylib is. I'll update the first post but it's basically an all-purpose game programming API. Think SDL but higher level.
From Raylib website: Quote:
raylib is a simple and easy-to-use library to enjoy videogames programming.
I intend to at least try to get audio working in Raylib and will revisit a newlib version. Where I am most likely to come unstuck is if there are any endian issues. I have never been good there.
Things will take a pause for a short while probably (week or so) as I need to prepare for wiring work on the house but I will get back to it.
@MartinW Is Raylib anyhow better than for example Irrlicht Engine (port of which we already have) ? I mean, it's the same another engine which someone should use, or it's having something better ?
Is Raylib have some big library of opensource but of good quality games ? For example, Irrlicht Engine used in a lot of commercical games (even today), but so far, an opensourced quality games just counts of 5-7 quality titles, port of which i did together with Engine itself, and that all :)
Will it be the same with Raylib like we do have an engine, but nothing to port ?
What i mean , for Irrlicht Engine there are a thousands of quality games , even of the same quality as posted on the video above. Just, they all close sourced. I by some luck were able to got sources of few of them, but that all. While, there really thousand of them with of high level.
Not only engine matter in other words, but if we have sources of many quality games to port over that engine :)
For me, it is a simple case of Raylib is what my project was built with and I don't fancy porting it to a different engine. No more, no less. Until I saw some of your videos I had not ever heard of Irrlicht Engine but I do intend to check it out.
Raylib isn't really a fully blown game engine, but rather a game/multimedia library with which you could write your own game engine and game. It's great for learning game engine programming, and could also be a starting point for a custom game engine. But, it's not a full-blown game engine that you can drop in your game assets, and script up a game.
I've been playing with it over the last year. You can watch me piece together the code for a proto platform game here. You can see that I have to write my own code to load and display a tile-map, get the physics working, etc.
The Raylib community is growing rather quickly, so it could become more interesting over time. There are a few high quality games that use Raylib, such as the one that davebraco linked to.
Sorry to say that I’ve made no further progress at all. Tail end of last year was very distracted with other things going on and injury this year has meant I couldn’t sit at a desk so couldn’t work either. Am sorted now and did spend the weekend doing OS4 stuff so hopefully I can get back onto it.
With such a long gap in between I can’t even remember how my cross dev stuff works on my laptop. I also have your cmake book to work through and I’m sure there was at least one other of your books on graphics coding too!
First of all it needs glfw (https://github.com/afxgroup/glfw) so you have to compile it first. Then you can comile glfw. Theoretically no particular clib is needed since most of the code is from OS4 SDK. However in my tests i've always used clib4
1. @afxgroup - been meaning to ask since I've seen it a few times too, but where has clib4 (suddenly?) come from? is it your clib2 renamed so it doesn't conflict with the original clib2 which would make sense, or is it simply something else I didn't know existed until I saw it recently?
2. @Hans - there's hope yet. This weekend my partner in crime and his family visited and earlier today I showed him the X5000 and where I got to with our project. We were both stood there going "we really should get back into this!". Tomorrow I need to remember to mention Raylib5 / SDL2 to him for comment. I don't expect him to rush out an purchase OS4 hardware but getting some interest on the Mac side would help too.
I've got my OS4 emulation on my laptop working again - no idea why it didn't just work when I went to run it, but I had to recompile Qemu from master. Next I'll take a look at my cross compile environment again. If I've still got the will power left once everything's back up and running then I'll see where things head. By my own admission though, my attention span is short these days however.
And in my raylib github page now there are two branches 4.5 and 5.0 that are both working correctly (even with AHI audio) with latest glfw changes. Feel free to test them.
I do sometimes wonder if I'm cut out for development on OS4! I had a Quick Look at v5 last night with SDL and failed at the first hurdle. Audio failed so I disabled audio in Raylib but it still tried to link against some audio functions so my next step was going to be to look at miniaudio tonight. I'll have a chat with someone shortly because the fact that disabling audio didn't stop it from trying to link against audio might be something that needs to be reported. Need to think about that.
I'll probably still look at RL5 with SDL backend as well because I think that would give me an option even if a slow option under emulation. More options are always good.
You don't have to give up. You have only to bang your head ant continue to try. Today with all help you can find on internet it is more easy than 30 years ago..