Raylib v6.0

rydgel 208 points 34 comments April 23, 2026
github.com · View on Hacker News

Discussion Highlights (12 comments)

forsalebypwner

The new software renderer looks very cool. Will have to give this a spin on an ESP32S3

sleepycatgirl

Man, am I so excited. raylib is how I managed to actually.. start getting proper fun out of programming, and finally get some projects that could be considered complete, as small as they were.

alex_x

I'm currently building my roguelike in swift using c-interop with raylib - this brings me so much joy

boarush

Waiting for Tsoding to do another Raylib speedrun

vivzkestrel

do we still need unreal engine and unity? if yes what are the things that raylib is missing that these engines have? beginner gamedev so please take it easy here

sibit

This is awesome. I don't do any graphics programming and don't really have any Raylib experience (or keep up with the projects developments) but it inspired me to begin learning C this past few months. I started building my own zero dependency software renderer (all it can do is color the background and render a spinning 2d rectangle). I'm really excited to dig into the rlsw source code later today.

POiNTx

Can recommend Odin[0] if you want to play with Raylib. Great for prototyping, although I'm not sure if it will last further on in development. Still have to figure that one out. [0] https://odin-lang.org/

phplovesong

Looking forward to Tsoding's new 6.0 speedrun.

bitterblotter

I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.

vanyle

I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/vanyle/vectarine

cocodill

After more then 6 hours after release, there still isn't a tsoding speedrun for it.

diath

The remaining issue I have with Raylib is that the library has no concept of a Text object, so for text-heavy scenes (lots of combat damage texts in fast paced games, lots of UI elements), the library spends most of the time recalculating font glyph stuff when drawing text.

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