Ray
@raysan5.bsky.social
Passionate about gamedev technologies. I create things. Created raylib, raygui, rres and many other tools/libs at raylibtech. FOSS at: http://github.com/raysan5
Ouch... definitely, that complicates things... in that case, maybe a dynamic system would be required, adding requested glyph on-the-go while typing. Painting additional glyphs into font.texture (as a render-texture) and filling glyph-info data shouldn't take many milliseconds...
October 19, 2025 at 8:40 PM
Ouch... definitely, that complicates things... in that case, maybe a dynamic system would be required, adding requested glyph on-the-go while typing. Painting additional glyphs into font.texture (as a render-texture) and filling glyph-info data shouldn't take many milliseconds...
You should only pack the used glyphs for Asian languages. raylib includes and example to filter unique used codepoints from a text file.
October 19, 2025 at 5:11 PM
You should only pack the used glyphs for Asian languages. raylib includes and example to filter unique used codepoints from a text file.
Thanks! Afair, your school was one of the first in the world to use raylib! Glad you still enjoy it! 👍😄
October 7, 2025 at 6:21 PM
Thanks! Afair, your school was one of the first in the world to use raylib! Glad you still enjoy it! 👍😄
I tried different techniques and finishes but basically: rust removal, sanding, bluing, linseed-oil for metal parts and sanding+linseed-oil/wax for wood. Also made some new handles for some of the hammers.
October 1, 2025 at 10:40 AM
I tried different techniques and finishes but basically: rust removal, sanding, bluing, linseed-oil for metal parts and sanding+linseed-oil/wax for wood. Also made some new handles for some of the hammers.
Thanks, glad you like my projects! You can use raylib on production, actually, there are some games on Steam made with raylib
September 30, 2025 at 7:55 PM
Thanks, glad you like my projects! You can use raylib on production, actually, there are some games on Steam made with raylib
Congratulations! It's really satisfying when things come together! 👍😄
September 12, 2025 at 9:23 AM
Congratulations! It's really satisfying when things come together! 👍😄
My testing doc was Don Quixote, ~2M letters, I keep an array of UTF-8 chars and decode codepoints on traversal, not the most efficient solution but it worked great. But I was very careful on drawing, avoid processing/drawing anything outside screen limits.
August 13, 2025 at 12:52 PM
My testing doc was Don Quixote, ~2M letters, I keep an array of UTF-8 chars and decode codepoints on traversal, not the most efficient solution but it worked great. But I was very careful on drawing, avoid processing/drawing anything outside screen limits.
I got an unreleased project, a text editor module (actually used on my rTexViewer tool for the shaders editor). My approach was splitting text by lines, keeping lines ptrs and other info. Every text insert/removal I update the lines, but still has some issues...
August 12, 2025 at 6:22 PM
I got an unreleased project, a text editor module (actually used on my rTexViewer tool for the shaders editor). My approach was splitting text by lines, keeping lines ptrs and other info. Every text insert/removal I update the lines, but still has some issues...
You can take a look to raygui, GuiTextBox() control, far from perfect but it's a start...
August 10, 2025 at 10:41 PM
You can take a look to raygui, GuiTextBox() control, far from perfect but it's a start...