For simplified implementation just movement and camera animations check out Core Features branch
- Procedural
Camera bobbinganimation Strafe jump / Bunny Hoppinglike in Quake (move faster by turning a side in movement direction)ODE physicsimplementation- Modularized project for scaling complexity
- Render texture for gameplay to control render resolution, applying post-effects
- Separate GUI drawing (possible to get pixelated gameplay and hi-res GUI)
git clone https://github.com/nezvers/raylib_quake_controller.git
cd raylib_quake_controller
- Open folder with
Visual Studio - Wait until
Outputtab saysCMake generation finished - In dropdown menu next to "Play" button choose
QuakeController.exe
- is configured for debug, but requires CMake, GCC & GDB
- Cmake should be installed and accessible from cmd/powershell/terminal
cmake -S . -B ./build -G "${YOUR_BUILD_TARGET_CHOICE}"
- Mingw64 should be installed and
mingw64/binfolder added to environmentPATHvariable
cmake -S . -B ./build -G "MinGW Makefiles" -DCMAKE_BUILD_TYPE=Debug
mingw32-make -C ./build
- after build fails, open
build-emc/_deps/ode-src/config.h.cmake.in - comment out
#cmakedefine PENTIUM 1 - place
#define ODE_PLATFORM_LINUXin place of#error
For compiling HTML5 use build_web scripts, requires emscriptem to be set in your operating system's PATH.
To run HTML5 localy you need to use some kind of server from build-emc directory:
python -m http.server -d ./build-emc -b 127.0.0.1and openhttp://localhost:8000/RaylibTemplate.html
More info on Raylib wiki