Hey! raylib forum is closing!

After a year with not much movement in the forum I decided to close it.

The cost of maintaining the hosting is a bit high for the usage of the platform, updating the forum and managing it is also a bit cumbersome and the truth is that I'm already trying to maintain multiple other networks pretty more active than this forum.

I'll recommend you to move to the other raylib networks:

- For a forum style, use Reddit: https://www.reddit.com/r/raylib/
- For direct messaging and questions, use Discord: https://discord.gg/VkzNHUE
- To report issues, use GitHub: https://github.com/raysan5/raylib

- Also, remember you can contact me personally on Twitter: https://twitter.com/raysan5 or directly by mail to ray[at]raylib.com

If you feel generous, you can also contribute to the project on my Patreon: https://www.patreon.com/raylib

Thanks to you all for joining the project and help to improve it with your questions. Keep it up! :)

Best Regards,


PD. Closing will be effective by October 31th.

About 3D and animations

edited May 2017 in raylib: models
I originally posted this question in the raylib subreddit, but I think it's abandoned, so I will do it again here.

I've been exploring the different examples that come with raylib and experimenting a little. I also have been considering the possibility of starting to develop a complete game with the library.

I'm thinking about starting development of a simple 3D project. Thanks to the examples I understand how to load a 3d model with it's textures. Nevertheless, I don't see any facilities for 3D animation. Is it possible to get 3d models to be animated in any way?

All the games that I've made before have been exclusively 2D, so I'll admit that I'm not very experienced on this subjects.

I'm working with blender.

Thanks in advance!


  • Sincerely, 3D models animation is not an easy topic, to some extend, it works similar to 2D sprites animation: you got multiple frames and you draw one at a time, you only need to change from one to another. Imagine the same but replacing each sprite frame by a 3D model keyframe, you can load all the model frames (multiple .obj models) and just draw the right one at a time.

    Probably you think: wow! that's crazy! I've got a model with up to 20 frames for only one animation! yes, you can load those 20 versions of the same model and draw the same way as sprites, most commercial old 3D games worked that way (they usually packed the multiple .obj models into some custom format).

    Nowadays, there are alternatives like using bones, to some extend it's the same, you use bones to affect multiple vertex of the model, that way, you just load bone changes and then update the required vertex of the model (affected by that bone) before drawing. That principle has been exported to 2D with tools like Spine.

    Summarizing, there is no automatic way to do it with raylib (like LoadAnimation(), PlayAnimation()...), at least yet.
  • Yes, I read about the possibility of just exporting multiple .obj models to animate 3D objects as one would animate 2D sprites, but I thought that this approach would not be very memory-efficient, compared to having only one model and the animation data.

    The good thing is that, well, at least I think, that this frame by frame animation method shouldn't be too difficult for me to implement with the tools that raylib already gives me, and could make a very interesting animation style for a game if well utilized. It would probably look like stop-motion, to some extent.

    But the memory problem worries me a little: If I take, for example, the dwarf.obj model that comes with the examples, it occupies 2.6 MB of memory, and with a hundred frames, I would need to use 260 MB of ram just for this animated 3D object, right?

    Maybe I will just make my game purely 2D, or use 2D sprites for animated characters and 3D for static backgrounds, to simplify things.

    The original Quake used the frame by frame approach, right?
  • edited July 2017
    Oh, pal, I understand you. Ihave started with 2D games too but after some games I decided that I need to change something. That is really hard thing but there are a lot of useful programs and web sites which will help you to learn that topic. Good luck!
  • What is polygonal limit for the models? I'd like to add some 3d models I've found in the web.
    But it's 3d scans, so the number of polys is rather huge, so the question is for which number I should reduce it?
  • I think the best option is testing it but it should work with several hundred thousand triangles...
  • I understand exactly what you want to say. I also started my 2D game designs, but little by little I started implementing 3D designs. It is a bit difficult, but there is a wide variety of useful programs that will facilitate learning about the subject.
    It seems to me that the best option to also know the polygonal limit is to try values that are comfortable for you, but it should work with thousands of triangles as the friend Raisan5 says
  • Anyway, here I am going to leave the link with this My Website, to see if you interasa see a bit of how I work and 3d designs. It is a very useful tool. https://www.stlfinder.com/
Sign In or Register to comment.