First, thanks for sharing things with the community, we need even more of this. As an experienced dev, I have to say that toggling full screen is a very specific behavior which is strongly connected to the needs of the app or game. In most cases, we need exactly the behavior that Raylib are giving us, especially for 2d applications or games where we have a predefined size of art and predefined aspect ratio. In that case, we really want just to rescale the window to full screen, but we have to have some reasonable sized image resources which we are using in the order to avoid having a blurred and low-quality experience. But sometimes we need what you are doing, for example, in strategy games where we have a big world, and we are always focused on a small part of it. In that case, your tutorial is a good way to handle the problem.
Thanks very much for this! My full screen was looking bad. Looking forward to trying this once I get home! :) Edit: Upon further inspection. this is not what I wanted. >_< I wanted to have a 640 by 360 image scaled up to a 1440p monitor size -- which this is not. Thanks for the video, though. I will keep looking for the answer. :)
Do you know how force launch raylib windows to the primary screen instead of the secondary screen? I have 2 monitors but puts the raylib window on the wrong screen. I think this has some to do with GLFW that raylib uses. I am new to raylib and learning, I noticed raylib has Getmonitor(), Setmonitor() functions, but have to experiment; just wondering if someone knows how to fix this easily.
Thanks for a very useful video! But that's one of the things making me wonder if raylib is not making things more complex (and also not well documented) and if using GLFW wouldn't be easier.
What if you were wanting the window to have a low resolution like an n64/ps1 like game? Is there not a way to center the display when it's fullscreen without using a rendertexture?
You have a few options for that. 1) Use a render texture. This is the best way. Render textures are very fast and handled by the GPU. 2) Use a Camera2d and set the offset to the window center and do a zoom. 3) Use a scissor and just clip out the part of the screen you don't want to draw and draw normally in the part you do.
@@gamedevtutorials2935 structures of the codes in examples are incorrect, I was fine with it until I got to the 3D collision, im having trouble understanding it
Raylib is not an engine, it's examples and features are limited. You are expected to do a lot of things like 3d collision yourself. You are expected to learn a lot by experimentation.
First, thanks for sharing things with the community, we need even more of this. As an experienced dev, I have to say that toggling full screen is a very specific behavior which is strongly connected to the needs of the app or game. In most cases, we need exactly the behavior that Raylib are giving us, especially for 2d applications or games where we have a predefined size of art and predefined aspect ratio. In that case, we really want just to rescale the window to full screen, but we have to have some reasonable sized image resources which we are using in the order to avoid having a blurred and low-quality experience. But sometimes we need what you are doing, for example, in strategy games where we have a big world, and we are always focused on a small part of it. In that case, your tutorial is a good way to handle the problem.
You would use a camera to scale your game world to fit the display resolution, this short video does not cover that.
Thank you talking to me like I'm a little guy and explaining things slowly (need more teachers in the industry like you)
I love this series, i hope you make more videos ❤
Thanks very much for this! My full screen was looking bad. Looking forward to trying this once I get home! :) Edit: Upon further inspection. this is not what I wanted. >_< I wanted to have a 640 by 360 image scaled up to a 1440p monitor size -- which this is not. Thanks for the video, though. I will keep looking for the answer. :)
Thanks for covering these topics!
Do you know how force launch raylib windows to the primary screen instead of the secondary screen? I have 2 monitors but puts the raylib window on the wrong screen. I think this has some to do with GLFW that raylib uses. I am new to raylib and learning, I noticed raylib has Getmonitor(), Setmonitor() functions, but have to experiment; just wondering if someone knows how to fix this easily.
How to prepare a raylib project for playing on the web would be an interesting topic for a video.
Thanks for a very useful video! But that's one of the things making me wonder if raylib is not making things more complex (and also not well documented) and if using GLFW wouldn't be easier.
It's been over a year. Do you still like raylib? What do you currently use for gamedev?
Are you going to make more videos about Raylib? These are great. Maybe some more advanced topics too.
What if you were wanting the window to have a low resolution like an n64/ps1 like game? Is there not a way to center the display when it's fullscreen without using a rendertexture?
You have a few options for that.
1) Use a render texture. This is the best way. Render textures are very fast and handled by the GPU.
2) Use a Camera2d and set the offset to the window center and do a zoom.
3) Use a scissor and just clip out the part of the screen you don't want to draw and draw normally in the part you do.
Awesome video😉✌
Make video on libtmx now pls explaining it completely
Thanks for this!
where can I get a full course on raylib or atleast a crash course?
There are no courses on raylib, there are no full tutorials. You go over the examples.
@@gamedevtutorials2935 structures of the codes in examples are incorrect, I was fine with it until I got to the 3D collision, im having trouble understanding it
Raylib is not an engine, it's examples and features are limited. You are expected to do a lot of things like 3d collision yourself. You are expected to learn a lot by experimentation.
@@gamedevtutorials2935 obviously
Raylib
thank you!