Raylib is simpler to use out of the box as the API handles most things you would need to program a game on the graphics side, while, SDL is more flexible and, is designed in a way to be easily integrated with other libraries and APIs
@@DylanFalconer It was hard for me too. But slices, custom allocators, "batteries included", defer, array programming, context etc. were too good to not swich.
Great showcase! Definitely activated my almonds
Glad you enjoyed!
Great video, what editor theme is that?
I'm laughing at the font bit. "No"
My almonds are fully active learning about raylib shaders now...
I'm using Raylib to learn Go, Zig, and Odin. Programming just got fun again. Its hard to go back to work building web stuff in typescript hahaha.
in the normalize example why is deltaframetime added instead of just speed?
thanks
What are the pros and cons of using Odin+raylib vs. Odin+SDL2?
Raylib is simpler to use out of the box as the API handles most things you would need to program a game on the graphics side, while, SDL is more flexible and, is designed in a way to be easily integrated with other libraries and APIs
Raylib also provides functions for 3D graphics (model loading, animation, rendering) that SDL does not.
Raylib have built-in camera and collision system, in SDL you should implement that from scratch.
Good question, I think everyone else already covered it so thanks guys!
My almond got activated, now I'm learning about shaders in raylib...
Giving me ideas of using simple shapes with a bunch of post processing
You've left the C gang i guess 😔
Yeah, it was tough I won't lie! C will always have a special place in my heart
@@DylanFalconer It was hard for me too. But slices, custom allocators, "batteries included", defer, array programming, context etc. were too good to not swich.