Thanks, I will check it out.
Not sure if you’d be interested, but I put together a “Raylib Parser” that will build an external Xojo Module exposing the Raylib API for a given version. Here’s a screenshot of the parser + a “dummy” Raylib project running on OS X:
I haven’t put it up on GitHub anywhere as of yet, because there’s a couple manual steps required (e.g. downloading the Raylib DLL/dylib and adding it to your game project) and while it should work on Windows + Linux, I don’t have a Windows machine to test on.
Yes I did at time Xojo was called Realbasic on MacOS 8 and MacOS 9.
Now I consider Xojo out of the games
I have also noted a significant improvement in graphics performance in the 2023r4. It has made a significant difference in my 3D modelling app both on the canvas and openGL sides.
I’d be pretty keen to play with this Jeffrey. Never heard of Raylib but it looks pretty interesting. How much have you managed to port / expose?
I haven’t wrote an adventure game yet, and I have experience with graphics with Xojo. There is no known game engine, although there are options for graphics and graphics engines.
The poorest performance is with Xojo Canvas (API 2), which has the poorest performance of Xojo’s graphics options, and my book can be viewed here: Canvas Control 3 with Xojo Desktop
A step faster is the API 1 32-bit graphics engine Xojo OpenGL, and a book with some video examples can be viewed here: https://scispec.ca/index.php/books/31-program-opengl-32-bits-on-windows-and-osx
The fastest graphics with smoothest framerates is a Xojo Windows-only book, with 64-bit capacity. This bypasses the slowness of Xojo and delves into some serious performance graphics. A new window is created and all inputs are controlled outside of Xojo to increase performance. Here is a YouTube teaser of a few programs in the book:
Windows handling has defaulted to 60 fps, and is kept to the one-mandatory-thread required by Xojo. Supporting plugins have been created and accompany the book for the Windows OS.
A game engine will need to be build on the graphics engine (probably OpenGL or Vulkan) for good performance.
I haven’t written a book on Vulkan for Xojo, as I ran out of time to create a plugin and write the book.
I wish you all the best on creating your adventure game engine!!
It’ll take me some time to get it all up in a nice way, but will work to do that for others. In the meantime, feel free to email me (massung @ gmail) and I’ll happily just send you the output .xojo_code module for version 4.5.0 that’s built. You’ll have to add the DLL/dylib to your project, though; the top of the module file shows where it expects them to be in your project.
Re: how much is ported/exposed, Raylib supplies a JSON file that describes the entire API. 99% of it is ported over to Xojo. However, there are a couple areas that are a bit tricky (e.g. callbacks) or some things that are just opaque pointers. But overall it works quite well.
Your idea about creating a game engine sounds super exciting! I’ve dabbled a bit in game design myself, mostly with simple text-based adventures. There’s something magical about crafting a world and having players explore it. I remember one time, I set up a little adventure where players had to solve puzzles in different “rooms,” and I used a virtual d20 roll to determine the outcomes. It added a fun twist to the gameplay! I can totally see how Xojo would be a great tool for handling the game logic while you focus on the creative aspects. It’s like having the best of both worlds!
Recently, @Ricardo_Cruz created a game with Xojo Web called Cosmic Trader, you can read about it here and play it! Cosmic Trader: A Game Built with Xojo Web – Xojo Programming Blog
And there have been a few other games over the years Games – Xojo Programming Blog
I’ve been slowing working on replicating the Atari 2600 version of Space Invaders in Xojo:
This is very Cool Paul!
I’m currently working on a hex-tile top down 4X game Civilization-like clone.