raylib-beef is a Beef wrapper library and Beefie Version for Raylib 5.0, a simple and easy-to-use library. In combination with the benefits of the Beef programming language, making games is pure satisfaction!
Attention! These bindings are still in development. Bugs may occur. You can download this library with binaries from the Release page!
OS Support is limited to Windows/Wasm32 right now. I am only able test this library on Windows/Wasm32 at the moment. Wasm32 have memory access bugs (Im experiment with other project that target with Beef + WebGL and C + Raylib + WebGL to find out what cause bugs).
Visual Studio versions only worked on vs2017 and vs2019. vs2022 cause may undefined references. dist is build with Visual Studio 2019, if you face any build errors or crash on runtime, please run build_deps.bat to rebuid dist with your devenv.
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Bindings for:
- raylib.h
- rlgl.h (partly)
-
Porting source code for:
- raymath.h (for easy porting code from C)
- Easings.h (for easy porting code from C)
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Extensions for ergonomic game development
- There are no bindings for text manipulating methods
- Beef already has custom methods for text manupulation
- rlgl bindings are partly done
- Add
-sUSE_GLFW=3
on wasm32 target - This repo for personal using, I currently making 2D games, so many features does not have extensions.
- Rewrite examples in Beef
- Finish rlgl.h bindings
- Planning to seperate extensions to other projects (maybe use with Raylib Beef bindings generator version)
- Add raygui
- Extensions for user using raylib functions with Beef standard library
StringView
instead ofchar8*
Span<T>
instead of(int count, T* array)
- Extensions for more ergonomic game development
- ref/out prefer over pointer
- PascalCase enum members + no prefix (prefix is redundant, ALL_CASES for enum members is not idiom in Beef)
- Typed shader uniform/attribute value
- Variable argument count instead of C variadic
- Type related functions. Donot remove function bindings.
- Use this project as based/starter project for gamedev with Beef
- See beef-gamedev
- Raylib 5.0
- Extensions for types
- Vectors swizzles
- Vectors operators with component-wise operations
- Distinct Quaternion from Vector4 (in Beef we have convert operator, so distinct type make better programming experience)
- Download raylib-beef.zip FROM RELEASE PAGE and extract raylib-beef folder from that zip file to: C:\Program Files\BeefLang\BeefLibs
- Right-click on your workspace and select Add from Installed and choose raylib-beef
- Add raylib-beef as a dependency of your project
- Write some code:
using System;
using Raylib;
namespace YOUR_NAMESPACE_HERE
{
class Program
{
public static int Main(String[] args)
{
let text = "Hello from Beef! Hope you have a good day!";
SetConfigFlags(.FLAG_WINDOW_RESIZABLE);
InitWindow(800, 600, "Hello world");
SetTargetFPS(60);
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(.(52, 52, 52, 255));
var x = (GetScreenWidth() / 2) - (MeasureText(text, 35) / 2);
var y = GetScreenHeight() / 2;
DrawText(text, x, y, 35, .LIGHTGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}
}
}
- Profit!
Static linking is not worked now. (cause undefined reference even when input exactly same *.lib with raylib.sln) By default linking is set to dynamically link to Raylib. You can change that by selecting different raylib-beef project configuration in Workspace settings. You can select from DebugStatic and ReleaseStatic.
Then set your app project build properties to this:
https://github.com/DerTee/raylib-beef-examples
- More info about raylib (https://github.com/raysan5/raylib)
- More info about BeefLang (https://www.beeflang.org)
I'll be glad for any reported issues & pull requests
- any contributions apart from bugfixes need to be placed in
src/Extensions
- this will separate additional helper functions from bindings
- for example if you want to add some cool method for Vector3, you will create Vector3.bf in
src/Extensions/Types
and add that cool method to existing Vector3 type by using extensions statement