In a similar way, this implements just enough so Raylib's OpenGL backend can run! It was done so you can use the library without external graphics dependencies if you really want to.
You also need to implement multitexturing (probably the easy part) but also all the texture combiner stuff too. This one is not hard but also a good chunk of code...
All in all, at least 40K if you ask me, but that's a very lowball estimate.
Of course if you don't care about implementing the full spec, you can get away with a lot less.
edit: I stand corrected by the downmods!
The default Windows installer bundles the compiler and a text editor to make poking at C to get graphics on the screen (accelerated or not) a 1 step process. Raylib is also extremely cross platform, has bindings in about every language, and has extra (also header only, 0 dependency) optional libraries for many adjacent things like audio or text rendering.
When I first started to learn C/C++ in the 2000s I spent more time fighting the IDE/Windows/GCC or getting SDL/SFML to compile than I did actually playing with code - and then it all fell apart when I tried to get it working on both Linux and Windows so I said fuck it and ignored that kind of programming for many years. Raylib is about going the opposite direction - start poking at C code (or whatever binding) and having it break and worry about the environment later when you're ready for something else.
https://github.com/rswinkle/PortableGL
Cool project, and fun to play with.
Ha! That’s what I’m stuck with for Metropolis 1998. I have to use the ancient OpenGL fixed function pipeline (thankfully I discovered an AB extension function in the gl.h file that allows addition fields to be passed to the GPU).
I’m using SFML for the graphics framework which I think is OpenGL 1.x
Game to show what’s possible: https://store.steampowered.com/app/2287430/Metropolis_1998/
This is an implementation of the OpenGL API interface. It is not OpenGL. It does not support GPU acceleration. It does math with floating point on the CPU. It then draws points and lines on a 2D surface provided by raylib.
Could this be adapted to use SIMD, or a GPU? Sure. That is not what this is today.
(Mar 5 2022) TinyGL 0.4.1 is out (Changelog)
(Mar 17 2002) TinyGL 0.4 is out (Changelog)
"our plans are measured in centuries"
Although I may imagine newbies may face some challenges dealing with compiler flags.
https://home.otoy.com/render/octane-render
Other is making use of mesh shaders, which you need a recent graphics card for it, still making its way across the ecosystem.
https://developer.nvidia.com/blog/introduction-turing-mesh-s...
Basically the idea is to throw away yet again the current set of execution pipelines, and have only two kinds of shaders, mesh shaders which are general purpose compute units that can be combined together, and task shaders which have the role to orchestrate the execution of mesh shaders.
So basically you can write graphics algorithms like in the software rendering days, with whatever approach one decides to do, without having to try to fit them into the traditional GPU pipeline, yet running on the graphics card instead of the GPU.
This is how approaches like Nanite came to be as well.
https://dev.epicgames.com/documentation/en-us/unreal-engine/...
The problems already start with getting the precompiled libraries from a trusted source. As far as I'm aware the SDL project doesn't host binaries for instance.
Funny how history turns out.
It seems to have more features and limited support for multithreading, with more recent updates compared to the original project. Sadly it was archived in late 2023.
1 - Open https://www.libsdl.org/
2 - Download section on bottom left => SDL Releases
It has been there at least since SDL 2.0 early days, not feeling like tracking changes on Wayback Machine.
What should be minimized is the accidental complication of compiling libraries and programs, for example convoluted build systems and C++ modules.
[1] https://news.ycombinator.com/item?id=45270981
[2] https://totenarctanz.itch.io/a-scavenging-trip
Really cool news about raylib. I will seriously consider using this.
I think the real answer to educating people about making games without the complications of low level programming would be using a framework like Godot or languages like Python or Lua.
Go Subtleties You May Not Know (harrisoncramer.me)
66 points by darccio 5 hours ago | flag | hide | 28 comments
Evaluating Argon2 Adoption and Effectiveness in Real-World Software (arxiv.org)
14 points by pregnenolone 3 hours ago | flag | hide | 1 comment
The Gypsy Life of Robert Louis Stevenson (hudsonreview.com)
37 points by Caiero 5 hours ago | flag | hide | 5 comments
That is, you might already be familiar with Robert Louis Stevenson's life story, Argon2, or the subtleties of Golang. Even if so, though, you probably won't be familiar with the book review in the current issue of the Hudson Review (of a book that came out last month), Cramer's particular take on those subtleties (which he posted two weeks ago), or even the Argon2 evaluation in the paper (which was posted in April).I would argue that people posting comments in these threads consisting of only their pre-existing general knowledge of Stevenson and Argon2 are still failing to make substantial contributions to the conversation, because they will tend to repeat pre-existing errors whose correction is the largest contribution of the linked writings, or simply repost the predictable opinions they share with many other people. It's the opposite of the spirit of curious inquiry the site ostensibly seeks to foster.
And the majority of frontpage posts are about things that are in fact brand new:
Greenland Ditches Starlink for French Satellite Service (dagens.com)
323 points by saubeidl 4 hours ago | flag | hide | 189 comments
(news reporting from two days ago) Knocker, a knock based access control system for your homelab (github.com/fariszr)
21 points by xlmnxp 2 hours ago | flag | hide | 29 comments
(new software project last month) Evaluating the Infinity Cache in AMD Strix Halo (chipsandcheese.com)
90 points by zdw 6 hours ago | flag | hide | 33 comments
(news reporting from today on performance evaluations using an ASUS sample motherboard not available to the general public) Show HN: Cadence – A Guitar Theory App (cadenceguitar.com)
55 points by apizon 5 hours ago | flag | hide | 8 comments
("Hello HN, I just released this music theory and ear training mobile app" a few weeks ago, with a trademarked name that will certainly have to be changed after a cease & desist) MinIO (apparently) becomes source-only (github.com/minio)
144 points by LexSiga 5 hours ago | flag | hide | 107 comments
(a new release process change in this project from four days ago) rlsw – Raylib software OpenGL renderer in less than 5k LOC (github.com/raysan5)
204 points by fschuett 14 hours ago | unvote | flag | hide | 69 comments
(a new software renderer committed on September 29) LLMs can get "brain rot" (llm-brain-rot.github.io)
395 points by tamnd 20 hours ago | flag | hide | 245 comments
(a new paper published one week ago)There is nothing substantial that anyone could say about any of these things without reading the article or bug thread or trying the software.
What if you cannot adopt some library that would do something very useful because you lack the skill integrate or replace CMake or Bazel or Autoconf? Unnecessary technical constraints impact game quality.
What if due to insufficient automation the time between tests after making a very small change is 10 minutes rather than 10 seconds? Reduced productivity impacts game quality.
Or, more simply, it makes the process "easy as a scripting language" rather than "pretty easy".
I made an exception with this, because the "article" is simply a 5kloc header file. I only read some of it.
I don't have a problem with the submission but I don't know why you would expect someone to read enough of the header to realize that the opening line in the header saying "OpenGL 1.1-style" is underselling it and it's actually a "pretty decent OpenGL 1.1 software implementation".
Any way I can buy you a beer?
It is possible to "pay what you'd like" on itch though :) [1]
The demo up there is in pre-alpha, but I push out a big update every 4-6 months.