Reworked my entire Rendering and Windowing System…
Raylib - The unfortunate switch
I wanted to make a game accessible to many people. And the most accessible platform is Web. So I had to compile my application in WASM. While my previous renderer, SDL_Renderer was able to render in Web it was not meant to be used intensively, it doesn’t support shaders among many other flaws. So I looked for other rendering libraries to use for my game.
bgfx - no bindings for Odin
sokol - I never used it, I had to ask myself if the complexity it brings with it is worth it. Very sweet option otherwise.
Vulkan - No WASM
SDL_GPU - No WASM
Raylib comes with it’s own downsides tho - It is slow, just changing to it added 2ms to my render time, it was 1ms with SDL Renderer. But it’s simplicity keeps me in awe.
Right now I’ve decided to settle with my slower Raylib and focus on important stuff like offline mode, bots, characters.
Comments 5
2ms latency… frankly it’s still okay 😂
@wilrakov You should wait for the next devlog. I added chunking and batch rendering
I pulled the render time less than 0.5ms for “best case scenario” xD
Optimizing is amusingly fun!
@Ankush Honestly, I get wanting to keep optimizing, I try to do the same with my own projects, but sometimes you just hit the hardware’s limits…
@wilrakov yeah that sucks. But it is fun when there’s scope for optimization. I am having a blast doing what I am doing,
But at the same time I’ve got to work on real features like character and shii
I’ve decided to make some procedurally animated players, smth like a lizard or spider. But I’ve yet to finalize on how I am going to send character-state data over the internet to the server and vice-versa
@Ankush If you’re having fun, that’s the main thing! Making procedural animations looks super hard though… I can’t wait to see the next updates!
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