{"slug": "raylib", "name": "raylib", "category": "dev-libs", "category_name": "Libraries and frameworks", "description": "Simple open-source C library for programming video games and graphics applications.", "recommenders": 6, "commenters": 8, "warners": 0, "score": 5.843, "rising": -0.64, "first": "2026-02-07", "latest": "2026-09-14", "why": "Liked as an easy, code-first alternative to full game engines that takes care of platform-specific chores and runs on Mac, Linux, Windows and in the browser via WASM.", "why_is_quote": false, "has_verdict": true, "sentiment": {"recommend": 6, "neutral": 2, "compare": 0, "warn": 0}, "spark": [0, 0, 0, 2, 1, 2, 0, 0, 0, 0, 1, 0], "listed": true, "loved": ["Code over engines", "Ease of use"], "caveat": "Build from scratch", "short_quote": "Both Rust and Raylib let me compile and run the game locally on Mac/Linux/Windows and in the browser via WASM.", "icon": true, "domain": null, "github_repo": "github.com/raysan5/raylib", "official_url": "https://www.raylib.com", "pricing": "open source", "aliases": ["raylib", "Raylib"], "verdict": [{"text": "Liked as an easy, code-first alternative to full game engines", "cites": [{"id": 766067376, "item_id": 47879211, "url": "https://news.ycombinator.com/item?id=47879211", "by": "vanyle", "date": "2026-04-23", "stance": "recommend", "quote": "I tried raylib and I love it", "excerpt": "I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/", "context": "prefers code over GUI engines", "use_case": "making games in code", "switched_from": "", "story": "Raylib v6.0"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 750834144, "item_id": 46927134, "url": "https://news.ycombinator.com/item?id=46927134", "by": "vascocosta", "date": "2026-02-07", "stance": "recommend", "quote": "it is quite easy to code a game using Raylib", "excerpt": "I totally resonate with the author of the post. My main requirement to enjoy a language deeply is often simplicity, so I love languages like, C, Golang, Odin and Zig. That said, I also acknowledge that often times I need to solve problems that can benefit from a language that embraces what I call necessary complexity, but do it in elegant ways. Whenever I need to prioritise code correctness, especially memory and con", "context": "", "use_case": "indie game development", "switched_from": "", "story": "I Write Games in C (yes, C)"}]}, {"text": " that takes care of platform-specific chores and runs on Mac, Linux, Windows and in the browser via WASM.", "cites": [{"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 795107232, "item_id": 49694202, "url": "https://news.ycombinator.com/item?id=49694202", "by": "otobrglez", "date": "2026-09-14", "stance": "recommend", "quote": "Both Rust and Raylib let me compile and run the game locally on Mac/Linux/Windows and in the browser via WASM.", "excerpt": "https://bongbong.io BongBong tank shooter game. My first game. I wanted to recreate a game that is kind of a mix between old Battle City (NES) and Dyna Blaster, which I used to play as a kid in the 90s. I wanted to have a game where you don't just have retro graphics and beautiful explosions with realistic physics, but I also wanted to capture map building and playing with your friends - locally and online. I'm build", "context": "game developer", "use_case": "cross-platform game development", "switched_from": "", "story": "Ask HN: What are you working on? (September 2026)"}]}, {"text": " The most common caveat is that it leaves a lot for you to build from scratch", "cites": [{"id": 766067376, "item_id": 47879211, "url": "https://news.ycombinator.com/item?id=47879211", "by": "vanyle", "date": "2026-04-23", "stance": "recommend", "quote": "I tried raylib and I love it", "excerpt": "I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/", "context": "prefers code over GUI engines", "use_case": "making games in code", "switched_from": "", "story": "Raylib v6.0"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}]}, {"text": ", such as good shadows, which led one developer to consider migrating to bevy.", "cites": [{"id": 782655296, "item_id": 48915956, "url": "https://news.ycombinator.com/item?id=48915956", "by": "phqb", "date": "2026-07-14", "stance": "neutral", "quote": "The techs: Rust, raylib, JoltPhysics.", "excerpt": "I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short https://phqb.github.io/woodsim-short-15-07-2026.html. My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object. Now sawing mechanic is done, chiseling shouldn't be a problem. Jointing will be hard. The techs: Rust, raylib, JoltPhysics. I don't ", "context": "building a wood-working simulator game", "use_case": "game development", "switched_from": "", "story": "Ask HN: What Are You Working On? (July 2026)"}]}], "praise": [{"label": "Code over engines", "summary": "Fits developers who want to make games in code rather than through an engine GUI.", "quotes": [{"id": 766067376, "item_id": 47879211, "url": "https://news.ycombinator.com/item?id=47879211", "by": "vanyle", "date": "2026-04-23", "stance": "recommend", "quote": "I tried raylib and I love it", "excerpt": "I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/", "context": "prefers code over GUI engines", "use_case": "making games in code", "switched_from": "", "story": "Raylib v6.0"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 782655296, "item_id": 48915956, "url": "https://news.ycombinator.com/item?id=48915956", "by": "phqb", "date": "2026-07-14", "stance": "neutral", "quote": "The techs: Rust, raylib, JoltPhysics.", "excerpt": "I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short https://phqb.github.io/woodsim-short-15-07-2026.html. My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object. Now sawing mechanic is done, chiseling shouldn't be a problem. Jointing will be hard. The techs: Rust, raylib, JoltPhysics. I don't ", "context": "building a wood-working simulator game", "use_case": "game development", "switched_from": "", "story": "Ask HN: What Are You Working On? (July 2026)"}]}, {"label": "Ease of use", "summary": "Commenters find it easy and fun to write a game with it.", "quotes": [{"id": 750834144, "item_id": 46927134, "url": "https://news.ycombinator.com/item?id=46927134", "by": "vascocosta", "date": "2026-02-07", "stance": "recommend", "quote": "it is quite easy to code a game using Raylib", "excerpt": "I totally resonate with the author of the post. My main requirement to enjoy a language deeply is often simplicity, so I love languages like, C, Golang, Odin and Zig. That said, I also acknowledge that often times I need to solve problems that can benefit from a language that embraces what I call necessary complexity, but do it in elegant ways. Whenever I need to prioritise code correctness, especially memory and con", "context": "", "use_case": "indie game development", "switched_from": "", "story": "I Write Games in C (yes, C)"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 753127874, "item_id": 47070492, "url": "https://news.ycombinator.com/item?id=47070492", "by": "Imustaskforhelp", "date": "2026-02-18", "stance": "recommend", "quote": "raylib (the goat)", "excerpt": "This is such a gold mine project! thanks for sharing it. I suppose, if someone in future might want to create their own godot-alternative. Why not just use bgfx with the language bindings instead. I Love Godot from my time tinkering with it but one of the reasons why Godot is so hopeful in future compared to other engines is imo the fact that they support many many platforms. I have seen some blogposts on HN where so", "context": "", "use_case": "game library", "switched_from": "", "story": "Minecraft Java is switching from OpenGL to Vulkan"}]}, {"label": "Cross-platform", "summary": "It handles platform-specific work and builds for desktop and the browser via WASM.", "quotes": [{"id": 795107232, "item_id": 49694202, "url": "https://news.ycombinator.com/item?id=49694202", "by": "otobrglez", "date": "2026-09-14", "stance": "recommend", "quote": "Both Rust and Raylib let me compile and run the game locally on Mac/Linux/Windows and in the browser via WASM.", "excerpt": "https://bongbong.io BongBong tank shooter game. My first game. I wanted to recreate a game that is kind of a mix between old Battle City (NES) and Dyna Blaster, which I used to play as a kid in the 90s. I wanted to have a game where you don't just have retro graphics and beautiful explosions with realistic physics, but I also wanted to capture map building and playing with your friends - locally and online. I'm build", "context": "game developer", "use_case": "cross-platform game development", "switched_from": "", "story": "Ask HN: What are you working on? (September 2026)"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}]}, {"label": "Language bindings", "summary": "Commenters use it from Rust and Go.", "quotes": [{"id": 795107232, "item_id": 49694202, "url": "https://news.ycombinator.com/item?id=49694202", "by": "otobrglez", "date": "2026-09-14", "stance": "recommend", "quote": "Both Rust and Raylib let me compile and run the game locally on Mac/Linux/Windows and in the browser via WASM.", "excerpt": "https://bongbong.io BongBong tank shooter game. My first game. I wanted to recreate a game that is kind of a mix between old Battle City (NES) and Dyna Blaster, which I used to play as a kid in the 90s. I wanted to have a game where you don't just have retro graphics and beautiful explosions with realistic physics, but I also wanted to capture map building and playing with your friends - locally and online. I'm build", "context": "game developer", "use_case": "cross-platform game development", "switched_from": "", "story": "Ask HN: What are you working on? (September 2026)"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 782655296, "item_id": 48915956, "url": "https://news.ycombinator.com/item?id=48915956", "by": "phqb", "date": "2026-07-14", "stance": "neutral", "quote": "The techs: Rust, raylib, JoltPhysics.", "excerpt": "I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short https://phqb.github.io/woodsim-short-15-07-2026.html. My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object. Now sawing mechanic is done, chiseling shouldn't be a problem. Jointing will be hard. The techs: Rust, raylib, JoltPhysics. I don't ", "context": "building a wood-working simulator game", "use_case": "game development", "switched_from": "", "story": "Ask HN: What Are You Working On? (July 2026)"}]}], "caveats": [{"label": "Build from scratch", "summary": "Like most game frameworks, it leaves many features for the developer to build.", "quotes": [{"id": 766067376, "item_id": 47879211, "url": "https://news.ycombinator.com/item?id=47879211", "by": "vanyle", "date": "2026-04-23", "stance": "recommend", "quote": "I tried raylib and I love it", "excerpt": "I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/", "context": "prefers code over GUI engines", "use_case": "making games in code", "switched_from": "", "story": "Raylib v6.0"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 782655296, "item_id": 48915956, "url": "https://news.ycombinator.com/item?id=48915956", "by": "phqb", "date": "2026-07-14", "stance": "neutral", "quote": "The techs: Rust, raylib, JoltPhysics.", "excerpt": "I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short https://phqb.github.io/woodsim-short-15-07-2026.html. My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object. Now sawing mechanic is done, chiseling shouldn't be a problem. Jointing will be hard. The techs: Rust, raylib, JoltPhysics. I don't ", "context": "building a wood-working simulator game", "use_case": "game development", "switched_from": "", "story": "Ask HN: What Are You Working On? (July 2026)"}]}, {"label": "Still an engine", "summary": "One commenter notes it is itself a simpler game engine, not an escape from using one.", "quotes": [{"id": 763031873, "item_id": 47689492, "url": "https://news.ycombinator.com/item?id=47689492", "by": "amiga386", "date": "2026-04-08", "stance": "neutral", "quote": "If you're talking about using raylib, that is also a game engine, just a simpler one.", "excerpt": "You'd be committing the classic fallacy of \"i'll just work on these tools, then make the game\", which while a fun exercise, almost never results in a game being released. Think about what your ultimate goal is: - you want to make games: use an existing engine. don't bother with half of the features, focus on whether the game is fun or not. add polish (like character animation transitions) later. use stock assets to b", "context": "", "use_case": "game development", "switched_from": "", "story": "Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown"}]}], "who": [{"by": "otobrglez", "context": "game developer", "url": "https://news.ycombinator.com/item?id=49694202", "date": "2026-09-14"}, {"by": "phqb", "context": "building a wood-working simulator game", "url": "https://news.ycombinator.com/item?id=48915956", "date": "2026-07-14"}, {"by": "vanyle", "context": "prefers code over GUI engines", "url": "https://news.ycombinator.com/item?id=47879211", "date": "2026-04-23"}], "tags": ["for game developers", "for code-first devs", "for Rust users", "for Go users", "browser via WASM"], "use_cases": ["game development", "cross-platform game development", "making games in code", "game development in go", "guis in statically typed languages", "game library"], "compared": [{"slug": "sdl", "name": "SDL", "co": 1, "switched_from": 0, "switched_to": 1}, {"slug": "unreal-engine", "name": "Unreal Engine", "co": 2, "switched_from": 0, "switched_to": 0}, {"slug": "godot", "name": "Godot", "co": 2, "switched_from": 0, "switched_to": 0}], "makers": [], "threads": [{"url": "https://news.ycombinator.com/item?id=47874854", "title": "Raylib v6.0", "mentions": 2}, {"url": "https://news.ycombinator.com/item?id=49686380", "title": "Ask HN: What are you working on? (September 2026)", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=48884984", "title": "Ask HN: What Are You Working On? (July 2026)", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=47642601", "title": "Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=47250500", "title": "macOS code injection for fun and no profit (2024)", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=47068948", "title": "Minecraft Java is switching from OpenGL to Vulkan", "mentions": 1}], "sentiment_by_month": {"2025-11": {}, "2025-12": {}, "2026-01": {}, "2026-02": {"recommend": 2}, "2026-03": {"recommend": 1}, "2026-04": {"neutral": 1, "recommend": 2}, "2026-05": {}, "2026-06": {}, "2026-07": {"neutral": 1}, "2026-08": {}, "2026-09": {"recommend": 1}, "2026-10": {}}, "quotes": [{"id": 795107232, "item_id": 49694202, "url": "https://news.ycombinator.com/item?id=49694202", "by": "otobrglez", "date": "2026-09-14", "stance": "recommend", "quote": "Both Rust and Raylib let me compile and run the game locally on Mac/Linux/Windows and in the browser via WASM.", "excerpt": "https://bongbong.io BongBong tank shooter game. My first game. I wanted to recreate a game that is kind of a mix between old Battle City (NES) and Dyna Blaster, which I used to play as a kid in the 90s. I wanted to have a game where you don't just have retro graphics and beautiful explosions with realistic physics, but I also wanted to capture map building and playing with your friends - locally and online. I'm build", "context": "game developer", "use_case": "cross-platform game development", "switched_from": "", "story": "Ask HN: What are you working on? (September 2026)"}, {"id": 782655296, "item_id": 48915956, "url": "https://news.ycombinator.com/item?id=48915956", "by": "phqb", "date": "2026-07-14", "stance": "neutral", "quote": "The techs: Rust, raylib, JoltPhysics.", "excerpt": "I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short https://phqb.github.io/woodsim-short-15-07-2026.html. My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object. Now sawing mechanic is done, chiseling shouldn't be a problem. Jointing will be hard. The techs: Rust, raylib, JoltPhysics. I don't ", "context": "building a wood-working simulator game", "use_case": "game development", "switched_from": "", "story": "Ask HN: What Are You Working On? (July 2026)"}, {"id": 766067376, "item_id": 47879211, "url": "https://news.ycombinator.com/item?id=47879211", "by": "vanyle", "date": "2026-04-23", "stance": "recommend", "quote": "I tried raylib and I love it", "excerpt": "I tried raylib and I love it, but I need to build a lot from scratch (like most game frameworks). But I also really dislike engines as I prefer making games with code rather than a GUI. I am currently working on a framework/engine hybrid called vectarine [1] where I make my game with code while still enjoying niceties of an engine like hot reloading, integrated debugging, asset management etc. [1] https://github.com/", "context": "prefers code over GUI engines", "use_case": "making games in code", "switched_from": "", "story": "Raylib v6.0"}, {"id": 766063488, "item_id": 47878968, "url": "https://news.ycombinator.com/item?id=47878968", "by": "bitterblotter", "date": "2026-04-23", "stance": "recommend", "quote": "Can highly recommend.", "excerpt": "I worked on a game in Golang+Raylib and had loads of fun. It strikes a perfect balance for people like me, that don't want to use a game engine, but also don't want to build one completely from scratch. It leaves many things to the developer, but takes care of most of the boring stuff (especially things that are platform specific). Can highly recommend.", "context": "", "use_case": "game development in Go", "switched_from": "", "story": "Raylib v6.0"}, {"id": 763031873, "item_id": 47689492, "url": "https://news.ycombinator.com/item?id=47689492", "by": "amiga386", "date": "2026-04-08", "stance": "neutral", "quote": "If you're talking about using raylib, that is also a game engine, just a simpler one.", "excerpt": "You'd be committing the classic fallacy of \"i'll just work on these tools, then make the game\", which while a fun exercise, almost never results in a game being released. Think about what your ultimate goal is: - you want to make games: use an existing engine. don't bother with half of the features, focus on whether the game is fun or not. add polish (like character animation transitions) later. use stock assets to b", "context": "", "use_case": "game development", "switched_from": "", "story": "Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown"}, {"id": 756664531, "item_id": 47291533, "url": "https://news.ycombinator.com/item?id=47291533", "by": "colejhudson", "date": "2026-03-07", "stance": "recommend", "quote": "folks typically use a library. See Unreal Engine, raylib, godot, qt, etc.", "excerpt": "re, iteration: Have you encountered ImGui [0]? It's basically standard when prototyping any sort of graphical application. re, GUIs in statically typed languages: As you might expect, folks typically use a library. See Unreal Engine, raylib, godot, qt, etc. Sans that, any sort of 2D graphics library can get the job done with a little work. You might also take a look at SwiftUI if you have an Apple device. [0]: https:", "context": "", "use_case": "GUIs in statically typed languages", "switched_from": "", "story": "macOS code injection for fun and no profit (2024)"}, {"id": 753127874, "item_id": 47070492, "url": "https://news.ycombinator.com/item?id=47070492", "by": "Imustaskforhelp", "date": "2026-02-18", "stance": "recommend", "quote": "raylib (the goat)", "excerpt": "This is such a gold mine project! thanks for sharing it. I suppose, if someone in future might want to create their own godot-alternative. Why not just use bgfx with the language bindings instead. I Love Godot from my time tinkering with it but one of the reasons why Godot is so hopeful in future compared to other engines is imo the fact that they support many many platforms. I have seen some blogposts on HN where so", "context": "", "use_case": "game library", "switched_from": "", "story": "Minecraft Java is switching from OpenGL to Vulkan"}, {"id": 750834144, "item_id": 46927134, "url": "https://news.ycombinator.com/item?id=46927134", "by": "vascocosta", "date": "2026-02-07", "stance": "recommend", "quote": "it is quite easy to code a game using Raylib", "excerpt": "I totally resonate with the author of the post. My main requirement to enjoy a language deeply is often simplicity, so I love languages like, C, Golang, Odin and Zig. That said, I also acknowledge that often times I need to solve problems that can benefit from a language that embraces what I call necessary complexity, but do it in elegant ways. Whenever I need to prioritise code correctness, especially memory and con", "context": "", "use_case": "indie game development", "switched_from": "", "story": "I Write Games in C (yes, C)"}]}