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Devlog 2: Binding Switch

Rebrand Let's get the obvious out of the way. RayGen was rebranded to hxRay on the 30th due to the name RayGen already being taken by someone else. Guides The rebrand brought the first 2 guides with it. You can check them out here: 1 - Workspace Setup 2 - How Scenes work I plan on writing guides for the most important processes to ease the learning curve of the engine quite a bit. Some guides may even recieve video tutorials at a later date. Binding Switch I've decided to switch to a built-in Raylib binding instead of a third-party one due to the third-party ones having issues. You can find all of the raylib content in the RgRaylib   class. Note however, that the raylib binding is not documented, and excluded from the API documentation. Less important things The RgGameMngr class and the RgGlobal class are merging. With  RgGlobal  being the main class and  RgGameMngr   being deprecated.  RgGameMngr   will be removed soon, but currently acts as an alias for  RgGlobal . The Erro

Quick Announcement: Rebranding

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  RayGen will officially rebrand to hxRay on the 30th due to the name already existing.

Game Objects

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Text I just finished writing the RgText Class yesterday, and with that there is now a Built-in Error Scene , which kinda shows this off.