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This repository contains different one file raylib examples. It uses the F# Scripting ability (dotnet fsi). On Linux you just can make the scripts executable and just run them as long dotnet is installed.

On Windows you maybe need to delete the first line shebang line to run the scripts.

The purpose is either to just show basic Raylib usage, or exploring different concepts related to game development.

Basics

  • mouse_follow.fsx A circle following the mouse cursor, drawing on a render texture while doing so.
  • moveable.fsx Drag 'n Drop example
  • render_texture.fsx Drawing to a permanent rendering texture.
  • sine_wave.fsx Uses DrawPixel() to draw a sine wave function.

Algorithm & Data-Structurs

  • inside_poly.fsx Algorithm to check if a certain point is inside a concave mesh

  • raycast.fsx Algorithm that checks if a certain ray intersects with a line.

  • spatial.fsx Visualization for a Spatial Tree implementation. You can drag'n'drop points and add new points with right mouse click. Shows the initialized cells in the Spatial Tree and when you move inside a cell which points are inside.

    A spatial tree is for example used in efficent physic collision systems.

Art

  • circle.fsx Uses Polar coordinate and conversation to cartesian to create circles
  • particle_system.fsx A particle system
  • polar.fsx Another example using Polar coordinates to create some "art".
  • snowflake.fsx Shows an animation of a koch fractal snowflake. Repeats forever.
  • snowflake2.fsx Let's you draw lines and then split every line with the koch fractal "algorithm".

Physics

  • euler.fsx A physics simulation using Euler Integration. Not so good at the moment. Better look at verlet.fsx.
  • verlet.fsx Uses Verlet integration for physics simulation. Another example of doing physics compared to euler.fsx that used Euler Integration. Also uses the Spatial Tree.
  • verlet_sticks.fsx Mass aggegragte physic system that uses verlet integration. Multiple points are connected to form a restriction. This way different shapes like boxes, ropes or soft-body physics can be created and simulated.

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