A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
This article details my adventures and disadventures while porting my +9 years old XNA games, originally developed for Windows Phone, to multiple other frameworks (SharpDX, PSM, MonoGame...), for PSVita, Android and Desktop (Windows, Linux, macOS) platforms.
The article is divided in 3 parts:
In the last years I've been asked multiple times about the comparison between raylib and SDL libraries. Unfortunately, my experience with SDL was quite limited so I couldn't provide a good comparison. In the last two years I've learned about SDL and used it to teach at University so I feel that now I can provide a good comparison between both.
Hope it helps future users to better understand this two libraries internals and functionality.
This git include a list of programs, tools, engines and libraries free and open source intended to make videogames.
NOTE: This gist is a support material for the talk "Open Source and Videogames" given by me, Ramon Santamaria, on October 26th 2021 in Canòdrom, Barcelona. All the materials listed here were explained in detail in a +2 hours talk.
raylib has been in development for more than six years now, it has been an adventure! I decided to resume how it was my personal experience working in this free and open source project for such a long time. Just note that the following article explains raylib from a personal point of view, independently of the technical aspects and focusing on the personal adventure; for technical details on raylib evolution, just check raylib history and raylib changelog.
Summer 2012 was ending, I had been working hard on my brand new startup emegeme for about 9 months, developing videogames. I was trying to find my blue-ocean, so, I developed and published two games for Windows Phone platform using the ama
In this post I'm explaining the creation process for my latest tool rGuiIcons. It took me 7 days from tool design to release and I'm listing here how I lived it.
NOTE: I'm adding some details of my life during those days to better illustrate the time management and development, I think it could be interesting for the readers to see the big picture of it.
Earlier this year, by January-February, I decided to add a new feature to raygui, my immediate-mode gui library, I added icons support. I was in the process of developing some tools and I realized that custom icons could really make a difference and make the tools look way better.
raylib recently hit version 3.5, it's been more than 7.5 years since I started working in this project and for the last 2 years I've been compiling some numbers about the project evolution.
All of the graphs presented show an increasing popularity and usage of the project. It's interesting to see that during the first 5 years of development, raylib was not specially popular, it was used mostly by me to teach videogames development to my students, actually, that was the origin of the library, but in the last two years project exposure has grown exponentially.
Let's check the numbers!
How is raylib API used out there? What are the most popular function calls? And the less used ones? What new API calls made an impact? Which ones get completely ignored by the users?
raylib has grown in the last years from 80 API functions to 475 API functions. Did the users adapted to that amount of improvements? Did the new features fit their needs?
I was looking for some answer so I decided to do a quick market analysis of raylib API usage, actually it was a nice weekend project. I decided to analyse some public GitHub projects using raylib.