Ray
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raysan5.bsky.social
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
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
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
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
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
Congratulations! It's really satisfying when things come together! 👍😄
September 12, 2025 at 9:23 AM
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
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
You can take a look to raygui, GuiTextBox() control, far from perfect but it's a start...
August 10, 2025 at 10:41 PM