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.

tile maps....

i am really lost,can anyone explain to me how tile maps work and how i can use one in my game ? https://github.com/raysan5/challenges/tree/master/02_challenge_dungeon2d this is the only example i found and i coudent understand it D:

thanks in advance , ^^


  • Well, it's a wide topic, lots of things to explain... actually, the challenge you share has some good explanation on the topic...

    Basically you have an image that contains small pieces that are used like bricks to build a level with them. Every piece (brick) of the image gets a number assigned and you can draw a full level just definning those numbers as a 2D matrix. When drawing the level, every number is checked and the corresponding piece of the image is drawn.

    The example you link doesn't use raylib strictly, it actually uses only rlgl, a lower level library used internally by raylib.
  • everything makes sense now, thank you for the help :smile:
  • edited January 19
    Yes, I can agree with you here
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