Replies: 35 comments 60 replies
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Some sort of webgpu backend would be neat! |
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What I want the most is |
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support for hit-testing (so i can make custom titlebars) :D |
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I'd really like clipboard support for images. (Happy to work this up and submit a PR if that's helpful.) |
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Example on how to properly open full screen in the best (native) resolution on the current monitor. (with and without FLAG_WINDOW_HIGHDPI). Possibly requires a new function to get list of available resolutions. |
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More advanced collision detection functions, such as OBB? |
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Webcam input methods? Just one function to snap the current frame from the webcamera or other hardware camera? Trying to find some nice libraries for that but all I can think of is platform specific API calls for each target. While I'm at it, microphone buffer grab methods as well. |
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A LoadRenderTextureEx with additionnal parameters for Multiple Render Target support from Raylib API would be nice. |
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Support for the .it and .s3m tracker module music formats? I feel like this would complete support for the popular tracker module formats, at least until developers add their own more obscure ones. |
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https://github.com/martincameron/micromod might be helpful. Modified BSD license. Haven't looked closely yet. |
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more advanced options for working closer to the metal with graphics. mesh generation with custom vertex formats is something im missing in raylib. i dont know how possible this in c. i only implemented this system with templates and custom iterators that were really cool to build meshes. |
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Support to load/blend/play animations that have Shape Keys / Morph Targets in glf files. There is some really cool stuff we can do with them! |
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I might be dumb, but I'm not full time programmer either... But I think, |
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I’d like to see Texture3D support in Raylib (and while we’re at it, Texture1D as well) for completeness. As I can see, glad.h already contains the necessary definitions for these, but they just aren’t exposed in the library itself. How difficult would this be to implement, and what parts of the codebase might this change affect? From an API perspective, I imagine it could be mostly similar to the existing Texture2D interface, simply adding a “3D” (or “1D”) suffix and removing functions that don’t make sense for 3D and 1D textures. My primary use case for this is shader-related work. I’m also considering implementing this myself in a fork of Raylib and then submitting a PR, but I’m relatively inexperienced with graphics programming and not confident I’d be able to implement everything needed correctly. |
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Can we get MSAA 4X HINT for render textures? |
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Add a networking side/part of raylib. It doesn't need to be super fancy or complex, just a wrapper around well known networking stuff like enet or gamenetworkingsockets. It could really speed up multiplayer gamedev!!! |
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Can we add IsKeyPressedRepeat function |
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struct uniform support for the shader API? |
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Cross platform screen saver suppression support. |
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Vector graphics and animations would be nice |
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[windowing] Provide means to detect a monitor's client area, i.e., the equivalent of glfwGetMonitorWorkarea. In line with the current API, this could e.g. be in the form of functions like |
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Basic web handling functions:
This makes users avoid another dependency. Can be implemented natively for platforms like Windows and Mac and using libcurl on linux and android (?) Id be happy to submit something |
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Logical Render
Raycast 2D
The current way I work with Raylib 6 is using the Camera2D to render the screen to a texture and do all the shenanigans I want. But it would be nice to have an option that is just set and forget, something like SetLogicalRender(camera2d, PIXEL_PERFECT). SDL3 can be a good reference: https://wiki.libsdl.org/SDL3/SDL_SetRenderLogicalPresentation
Raycast 3D already exists in the API, but it would be nice to have a proper Raycast for 2D as well. Maybe this is the most missing feature for me. I do a lot of 2D development in Unity, which for now has the best Raycast 2D to work with for me. Maybe is a good reference: https://docs.unity3d.com/ScriptReference/Physics2D.Raycast.html I know it is possible to get a similar effect using line collisions, but I think a proper Raycast 2D would be better. Working with lines in a way where you always need to set start and end position is always confusing in complex logic, like player vision or area scans. This is my wishlist for 7.0, |
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what is the rational behind removing n-patch? I currently use it and I don't see why remove it |
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I have a proposed change to how input is handled in At low frame rates, raylib can miss I have used raylib to make small visualizations that had an animation speed of 10-15 FPS, and this was particularly noticeable. My proposed solution would be to just add a separate I have a small example of what I'm proposing here: Ne0nWinds@31ce9c5 This would be a small change to each platform layer. I think most platforms have some kind of "key down/key up" event queue that would make this work. However, for platforms/input devices that only have polling-based input, we can simply fall back to the following behavior in Thanks, and let me know what you think! |
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in 7.0, I want to try and get the SDL platform working with Android, that way we'll have 2 android backends. It's also worth noting that |
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I've been experimenting with some mesh creation APIs of my own, and essentially all of the work as to make mesh creation a bit more API-friendly, instead of dropping raw arrays. However in this case I find it very interesting to utilize exactly all of the existing capabilities of the API itself. |
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I wish there was support for loading vertex colors from wavefront obj models. Float vertex colors would also be great. 8 bits are enough for most use cases, but it doesn't work for baked lighting as you get ugly clipping. Baked lighting is still used in PS1/2-like indie games, and both the PS1 and PS2 supported a 0-2 vertex color range. I already implemented these changes locally so perhaps this could be a pull request. |
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Previous:
raylib 5.0 wishlistPrevious:
raylib 6.0 wishlistraylib 6.0is out so, it's about time to consider possible improvements towardsraylib 7.0release.As usual, priority is library maintainability and better platforms support over new features.
Here it is a list with some of the improvements planned for for raylib future:
Modules
module:
rcorercore_template: Add better explanations and make the sample code included more genericrcore_drm: Avoid OpenGL calls inRenderBlankFrame(), it should userlglinstead (if really required)rcore_desktop_win32: Review input system, multi-monitor support and content scaling (HighDPI)rcore_web_emscripten: Improve input system, high-dpi, drag&drop support; align functionality with glfw backendrcore_desktop_x11: Add new platform backend for X11 windowing systemrcore_desktop_wayland: Add new platform backend for Wayland windowing systemrcore_desktop_cocoa: Add new platform backend for Cocoa windowing system, plain C, avoiding Objective-CInitProcess(),CheckProcess(),PauseProcess(),CloseProcess()- [rcore] Process manipulation API for Windows and POSIX-compliant platforms #5822SetClipboardImage()for supported platformsrcore_<platform>torcore, platforms could fill the touch information andrcoreorrgesturesprocess the gesturesmodule:
rlswmodule:
rshapesmodule:
rtexturesrltexgpucompressed textures loading, improve support for KTX2 and consider Dreamcast .pvrmodule:
rtextmodule:
rmodelsrlobj, custom OBJ format loader with all the needs to fit into raylib. Key requirement: return paths and properties for additional files.module:
raudiosnd.id) similar to OpenGLtexture.id. That is a similar implementation to OpenAL Soft.Examples
Others
webpage
raylib.com needs a redesign, it has barely changed in +12 years and considering the increasing popularity/visibility of the library I think it could looks a bit better. I'd like to keep it minimalist but a bit more modern.
Some possible elements to be reviewed:
Support Tools
rexm- raylib examples managerRecently
rexmtool was added to raylib to manage examples, it would be nice to improve that tool with a visual interface.rpc- raylib project creatorThis tool is intended to simplify the setup process for new projects, generating preconfigured projects for multiple systems.
rpc v2.0is in development, including the following improvements:rpbrpb v1.0is available on itchio.rpb- raylib project builderrpballows to build a raylib project for a desired target platform (as far as supported building from host platform). It uses a pre-configured project, generated withrpc, and including aconfig.rpcfile to process required inputs and assets. It includes a visual UI interface to simplify building for several platforms.It's a long list and it requires lot of work. Note that not all those improvements are expected to be implemented, it's just a reference to follow for future raylib.
As always, contributions are welcome. Feel free to comment.
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