Welcome to the raylib wiki! Here you will find information about raylib library.
First section details how raylib is designed and structured, explains decisions taken on the development process and how some things work internally.
Second section include information on how to develop for the different platforms supported by raylib, it includes information about library compilation on multiple platforms and library usage on games/apps/tools development.
Third section includes misc information on some specific topics related to raylib development, for example, creating SpriteFonts to be used with raylib or configure a external TFT for RaspberryPi.
Please, don't hesitate to contact me if you need further information or you consider some crucial point is missing in this Wiki.
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Table of Contents
- raylib architecture
- raylib data structures
- raylib external dependencies
- raylib platforms and graphics
- raylib internal buffers
- raylib custom shaders
- raylib coding conventions
- Working on Windows
- Working on macOS
- Working on GNU Linux
- Working on FreeBSD
- Working on Raspberry Pi
- Working for Android
- Working for Web (HTML5)
- Working for UWP (Universal Window Platform)
- Working anywhere with CMake
- How To: Using SpriteFonts
- How To: audio module as standalone library
- How To: rlgl module as standalone library
- How To: Create Visual Studio Project
- How To: Use raylib with Code::Blocks
- How To: Redirect-raylib-output-to-Framebuffer-1 (RPI)
- How To: Install and configure Touchscreen (RPi)
- How To: CMake Build Options
- How To: Use raylib with VSCode