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! :)
PD. Closing will be effective by October 31th.
Another raylib release is here: raylib 1.8
Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
- Procedural image generation functions, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
- Parametric mesh generation functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
- PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a new complete PBR material example is also provided for reference.
- Custom Android APK build pipeline with simple Makefile. Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
- rlgl module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a complete example provided. rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
- raymath library has been also reviewed to align with other advance math libraries like GLM. Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
- As always, examples and templates have been reviewed and improved to work with new features; some new examples have been added and templates have been prepared for real multiplatform support including Android and HTML5.
For a detailed list of changes, check CHANGELOG
Just enjoy learning with raylib 1.8