raylib
raylib is a free and open-source software library designed for videogame programming, emphasizing simplicity, ease of use, and a minimalistic "spartan" coding approach without graphical interfaces, visual helpers, or debugging tools.[1][2] Developed in C99 with OpenGL acceleration, it supports core features such as 2D and 3D graphics rendering, audio playback (including WAV, OGG, and MP3 formats), input handling, shaders, and VR integration, all without external dependencies.[1][2]
Created by Spanish game developer and educator Ramon Santamaria (known online as raysan5) in August 2013 as a tool for his university students learning game development, raylib's first stable version (1.0) was released in November 2013.[3] Initially inspired by the Borland BGI graphics library and Microsoft's XNA framework, it has evolved into a cross-platform solution supporting Windows, Linux, macOS, Raspberry Pi, Android, HTML5, FreeBSD, and more, making it suitable for prototyping, education, and professional game and graphical application development.[2][3]
While natively written in C, raylib offers bindings for over 70 programming languages, including C#, Python, Rust, Lua, and Go, enabling broader accessibility for developers.[1][4] The library includes over 150 code examples to facilitate learning and over 580 functions for common tasks, licensed under the permissive zlib/libpng license to encourage community contributions and widespread adoption.[1][2] By 2024, raylib had received recognition through initiatives like Google Open Source Peer Bonus, Epic MegaGrants, and support from NLnet, highlighting its impact on open-source game development tools.[1]
History and Development
Origins and Creation
raylib was created by Ramon Santamaria, known online as raysan5, as a weekend project during the summer of 2013 to support his teaching efforts in videogame programming.[3] Santamaria, a Spanish developer and educator, developed the library specifically for a course aimed at students new to coding, addressing the challenges of introducing game development concepts without overwhelming complexity.[5] After three months of dedicated work, raylib 1.0 was released in November 2013, coinciding with the start of his classes following basic C programming and text-adventure game exercises.[5][3]
The library drew inspiration from the Borland BGI (Borland Graphics Interface) library and the XNA framework, seeking to combine BGI's straightforward graphics primitives with XNA's structured API style while incorporating hardware acceleration via OpenGL.[5][3] This approach stemmed from Santamaria's prior frustrations with dependency-heavy libraries and his experience teaching non-programmers, leading him to prioritize clear function names, organized structure, and plain C code to foster learning through direct coding.[5] raylib 1.0 launched with approximately 80 functions, centered on essential window management, input handling, and basic 2D graphics drawing, all without external dependencies to ensure portability and simplicity.[6]
From its inception, raylib aimed to serve as a lightweight tool for educators, hobbyists, and beginners, offering an accessible entry point into game programming that contrasted with more intricate engines like Unity by emphasizing pure coding over visual editors or complex setups.[5] This educational focus positioned raylib as a "spartan" alternative, encouraging hands-on experimentation and rapid prototyping while building foundational skills in C and graphics programming.[3]
Version History and Milestones
Raylib's development began with its initial release in November 2013, followed by version 1.1 on April 19, 2014, which introduced input enhancements including functions for random value generation, exit key customization, and basic collision detection like CheckCollisionPointRec. Subsequent minor releases built on this foundation, with version 1.8 arriving in October 2017 and adding Android support through a custom APK build pipeline, alongside shader systems for physically based rendering (PBR) materials. These early updates emphasized expanding platform compatibility and core interactivity without external dependencies.
The library reached a significant milestone with version 2.0 in July 2018, which removed all external dependencies such as GLFW3 and OpenAL by integrating custom solutions like rglfw and miniaudio, enabling self-contained builds and broadening portability to platforms including FreeBSD, OpenBSD, and UWP. Version 3.0, released on April 1, 2020, further improved portability through custom memory allocators, centralized file I/O, and enhanced WebAssembly support for web examples, and multi-channel audio playback. By this point, raylib had been open-sourced on GitHub since October 24, 2013, fostering community contributions.
Version 4.0, the 8th anniversary edition released on November 5, 2021, standardized API naming conventions—such as renaming Begin3dMode to BeginMode3D—for consistency and decoupled the rlgl module for easier extension, alongside event automation and custom game loop controls. This was followed by version 4.5 on March 18, 2023, which integrated ANGLE support on Windows desktops for improved OpenGL compatibility and delivered major shader updates, including separate blend factor controls via rlSetBlendFactorsSeparate. Version 5.0, marking the 10th anniversary on November 18, 2023, focused on Raspberry Pi 4 optimizations, mobile platform fixes like Android app stability, and backend expansions including SDL and Nintendo Switch support, reflecting a decade of iterative refinement since the project's inception.
In November 2024, version 5.5 added a Windows installer package, the raylib project creator tool, support for RGFW and SDL3 backends, retro console emulations, and GPU skinning features.[7] A notable late-2025 advancement came with the introduction of rlsw in October, a compact software renderer implementing OpenGL 1.1-style functionality in under 5,000 lines of code, enabling GPU-less operation and integrating advanced shader workflows compatible with raylib's rlgl backend. These milestones underscore raylib's evolution from a simple graphics tool to a versatile, dependency-free library supporting diverse hardware and workflows.
Core Features
Rendering and Graphics
raylib provides hardware-accelerated rendering through support for OpenGL versions 1.1, 2.1, 3.3, and 4.3, as well as OpenGL ES 2.0 and 3.0 (added in version 5.0, 2023), ensuring compatibility across diverse platforms and hardware configurations.[1] The library employs rlgl, a unique abstraction layer that simplifies low-level OpenGL calls by providing an immediate-mode style API, allowing developers to target multiple OpenGL versions without direct version-specific code.[1] This layer handles context initialization via functions like InitWindow and enables seamless switching between rendering modes, such as 2D and 3D, using BeginMode2D/EndMode2D and BeginMode3D/EndMode3D.[8]
For 2D graphics, raylib offers a suite of drawing primitives including lines (DrawLine), circles (DrawCircle), rectangles (DrawRectangle), triangles (DrawTriangle), and pixels (DrawPixel), facilitating straightforward vector-based rendering without requiring external dependencies.[8] In 3D, the library supports loading and rendering models in formats such as OBJ, GLTF, VOX, IQM, and M3D (native support added in version 5.5, November 2024), with built-in functions like LoadModel and DrawModel for integration.[9] These models can utilize built-in shaders through a flexible materials system that accommodates classic texture maps and physically based rendering (PBR) maps, enhancing visual fidelity with minimal setup.[2]
Texture handling in raylib includes loading images in formats like PNG, JPEG, TGA, BMP, GIF, and HDR via LoadImage, followed by conversion to GPU textures using LoadTextureFromImage for efficient rendering.[10] Dynamic texture generation is supported through UpdateTexture, enabling runtime modifications such as procedural content creation. Font rendering leverages TrueType (TTF) and OpenType (OTF) files with LoadFontEx, where developers specify codepoints—a range of Unicode characters—to generate optimized sprite font atlases, ensuring scalable text display via DrawTextEx.[11]
raylib integrates basic VR capabilities through stereo rendering modes like BeginVrStereoMode, configurable with head-mounted display (HMD) parameters to simulate devices such as Oculus Rift CV1, though it relies on a built-in simulator rather than direct SDK bindings.[1] Post-processing effects, including bloom and Gaussian blur, are implemented using custom shaders loaded via LoadShader and applied in modes like BeginShaderMode, often in conjunction with render textures for full-screen passes.[12] These features allow for advanced visual enhancements, such as glowing highlights in bloom or softened details in blur, directly within the rendering pipeline.[8]
Raylib provides robust support for user input across multiple devices, enabling developers to handle interactions in a straightforward manner without complex setup. Keyboard input is managed through functions such as IsKeyPressed(int key) to detect single presses and IsKeyDown(int key) for continuous holding, allowing precise control over character movement or actions in games.[8] Mouse input includes button states via IsMouseButtonPressed(int button), position retrieval with GetMousePosition(), and wheel movement using GetMouseWheelMove(), facilitating cursor-based navigation and zooming.[8]
Gamepad support accommodates up to 16 devices, leveraging the SDL_GameControllerDB for standardized mappings to ensure compatibility with controllers like Xbox 360, Xbox One, PS3, and PS4. Developers can check availability with IsGamepadAvailable(int gamepad), query axis values through GetGamepadAxisMovement(int gamepad, int axis), and apply haptic feedback via SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration). Custom mappings are configurable using SetGamepadMappings(const char *mappings) to integrate additional devices seamlessly.[2][8] Touch input extends to gestures, enabled by SetGesturesEnabled(unsigned int flags) for types like tap, hold, drag, and pinch; detection occurs via GetGestureDetected(), with vectors for drag (GetGestureDragVector()) and pinch (GetGesturePinchVector()) providing intuitive mobile interactions. Sensor data, including accelerometer and gyroscope readings, is accessible through GetSensorData(Vector3 *data) after initialization with SetSensorEnabled(int sensor, bool enabled), supporting motion-based controls in applications like AR experiences.[2][8]
The audio module, known as raudio, simplifies multimedia integration by utilizing the MiniAudio backend for cross-platform device management and playback. It supports loading WAV and OGG files directly with LoadWave(const char *fileName) for raw audio or LoadSound(const char *fileName) for sound effects, while LoadMusicStream(const char *fileName) enables efficient streaming of longer tracks to minimize memory usage. Playback is handled via PlaySound([Sound](/page/Sound) sound) for one-shot effects and PlayMusicStream([Music](/page/Music) music) followed by UpdateMusicStream([Music](/page/Music) music) in the main loop for continuous music, with controls for volume, pitch, and panning through functions like SetSoundVolume([Sound](/page/Sound) sound, float [volume](/page/Volume)) and SetSoundPan([Sound](/page/Sound) sound, float pan).[13][8] Basic audio panning is supported, and 3D spatial audio can be implemented custom using the MiniAudio backend.[13][8]
Raymath utilities complement input and audio by offering lightweight mathematical operations for transformations, such as vector additions with Vector2Add(Vector2 v1, Vector2 v2) or normalizations via Vector3Normalize(Vector3 v) to process mouse or sensor data into normalized directions. Matrix functions like MatrixMultiply(Matrix left, Matrix right) and MatrixTranslate(float x, float y, float z) aid in applying input-derived offsets to audio sources or UI elements, while quaternion operations including QuaternionMultiply(Quaternion q1, Quaternion q2) and QuaternionToMatrix(Quaternion q) handle rotations from gyroscope inputs smoothly. Easing functions, such as EaseLinearNone(float t) for uniform interpolation or EaseCircIn(float t) for accelerated easing, refine input responsiveness by smoothing transitions in animations triggered by user actions.[14][2]
Input handling in raylib primarily relies on polling within the main loop for real-time responsiveness. This approach ensures low-latency interaction while maintaining simplicity, as demonstrated in basic examples where polled keys update game states frame-by-frame.[2]
raylib supports a wide range of desktop platforms, including Windows via MinGW or MSVC compilers, Linux using X11 or experimental Wayland backends, macOS with the Cocoa framework, and FreeBSD.[2][1][15] These configurations enable hardware-accelerated graphics rendering without requiring external libraries beyond the platform's native tools.
For mobile and web development, raylib targets Android for mobile applications and HTML5 through Emscripten compilation to WebAssembly, allowing browser-based execution with WebGL support.[2][1] Embedded systems are accommodated via Raspberry Pi models 1 through 5, with compatibility extending to low-end hardware such as the Raspberry Pi Zero, which runs basic examples efficiently due to optimized OpenGL ES usage.[2][16]
Additionally, raylib facilitates deployment on platforms lacking a traditional operating system by providing custom backend implementations for input, display, and audio.[2] Recent expansions include retro console support for Dreamcast, Nintendo 64, PlayStation Portable, PlayStation Vita, and PlayStation 4, achieved through modular platform abstractions introduced in version 5.0.
Since version 2.0, raylib operates without external dependencies, bundling all necessary components internally to simplify cross-platform builds.[2] Common build systems include GNU Make and CMake, with platform-specific options such as ANGLE integration on Windows for OpenGL ES 2.0 fallback to DirectX.[2] Cross-compilation is supported via provided project templates and toolchains like Emscripten for web targets.
Hardware requirements emphasize compatibility with modest resources, mandating a minimum OpenGL 1.1 context while supporting up to OpenGL 4.3 and OpenGL ES variants for broader device inclusion, including resource-constrained environments like the Raspberry Pi Zero.[1][2]
Language Bindings
raylib supports bindings for over 70 programming languages through official and community efforts, enabling developers to use the library beyond its native C implementation.[2] These bindings maintain high fidelity to the original API, allowing seamless access to raylib's features across diverse language ecosystems. As of 2025, the comprehensive list includes more than 135 entries when accounting for all variants, though many are experimental or unmaintained.[17]
Stable bindings, which receive regular updates and are recommended for production use, include those for C# via raylib-cs, Python via raylib-python-cffi, Rust via raylib-rs, and Zig via raylib-zig.[18][19][20][21] These implementations are generated using custom tools that parse raylib's C headers—often producing intermediate JSON API descriptions—to automate wrapper creation and ensure API parity with minimal manual intervention.[22] For niche languages, bindings exist but are generally unstable, such as those for Lua (e.g., raylib-lua) and Go (e.g., raylib-go), which may lag behind core updates or require additional setup.[17]
Notable examples highlight the versatility of these bindings. The C# binding, distributed as a NuGet package, integrates directly with .NET frameworks, facilitating game development workflows akin to those in Unity through object-oriented organization and namespace support. Similarly, the Python binding employs CFFI for efficient static wrappers, supporting rapid prototyping by combining raylib's graphics capabilities with Python's scripting ecosystem.[19] Rust and Zig bindings leverage their respective build systems for zero-overhead interop, emphasizing safety and performance in systems programming contexts.[20][21]
Maintenance of these bindings is collaborative: the core raylib team synchronizes stable implementations with each library release, such as version 5.5, to preserve compatibility.[23] Community-driven updates occur primarily through GitHub pull requests, with contributors encouraged to submit patches for emerging or niche bindings.[17] This approach ensures broad accessibility while prioritizing reliability for widely adopted languages.
Usage and Examples
Basic Programming Example
A basic programming example in raylib demonstrates the library's emphasis on simplicity, requiring minimal code to create an interactive window with graphics output. The following complete C program initializes a window, sets a target frame rate, enters a main loop for updating and drawing, and handles cleanup, showcasing core functions like InitWindow, BeginDrawing, EndDrawing, and DrawText. This example draws static light gray text on a white background.[24]
c
#include "raylib.h"
int main(void)
{
// Initialization
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60); // Set target FPS to 60 Hz for smooth rendering
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
// Add logic here for dynamic content
// Drawing
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw text (position, size, color)
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
// De-Initialization
CloseWindow(); // Close window and OpenGL context
return 0;
}
#include "raylib.h"
int main(void)
{
// Initialization
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60); // Set target FPS to 60 Hz for smooth rendering
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
// Add logic here for dynamic content
// Drawing
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw text (position, size, color)
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
// De-Initialization
CloseWindow(); // Close window and OpenGL context
return 0;
}
Key functions in this example include InitWindow, which creates a window of specified width, height, and title using the underlying platform's graphics API. SetTargetFPS(60) limits the application to 60 frames per second, ensuring consistent performance across devices by syncing with the vertical sync or using a timing loop. This example uses local variables for the screen dimensions, but GetScreenWidth and GetScreenHeight can be used to retrieve the current window dimensions for responsive positioning in resizable windows. Colors are handled via the Color struct, with predefined constants like LIGHTGRAY (R:200, G:200, B:200, A:255). DrawText outputs string text using the default font. The main loop is bounded by BeginDrawing and EndDrawing, which manage the render buffer swap for efficient GPU drawing. Cleanup occurs via CloseWindow, releasing resources like the OpenGL context.[8]
When compiled and run, this program opens an 800x450 pixel window titled "raylib [core] example - basic window" displaying "Congrats! You created your first window!" in light gray text on a white background, running at 60 Hz until the window is closed via the close button or ESC key. The program is compilable using a single Makefile from the official raylib game template, which links against the raylib library (built via make in the src directory) and requires no external dependencies beyond standard C tools like gcc. For instance, on Linux: gcc source.c -o source -lraylib -lGL -lm -lpthread -ldl -lrt -lX11.[25]
For variations, the example can be adapted to 3D by replacing 2D drawing with LoadModel to load and render a simple mesh like a cube, using camera setup functions such as Camera3D for perspective viewing. Similarly, audio integration involves InitAudioDevice, loading a sound with LoadSound, and playback via PlaySound in the update loop, demonstrating raylib's modular audio handling without altering the core structure.[8]
Integration and Best Practices
Integrating raylib into projects is facilitated by its support for CMake, enabling multi-platform builds across Windows, Linux, macOS, and more without external dependencies beyond standard system libraries, including a CPU-based software renderer (rlsw) for environments without GPU support, added in October 2025. Developers can link solely to the core library, which compiles to a lightweight binary suitable for resource-constrained environments. Pre-configured project templates are available for various IDEs, simplifying setup by including necessary build configurations and example code structures.[26][2][27]
Key best practices for robust application development include using frame-independent updates to ensure consistent behavior across varying hardware. The GetFrameTime() function returns the delta time in seconds since the last frame, allowing movement and animations to scale appropriately, such as updating positions with position.x += speed * GetFrameTime(). Resource management is critical to prevent memory leaks; functions like UnloadTexture(Texture2D texture) free GPU memory for loaded textures, while UnloadImage([Image](/page/Image) image) releases CPU-side image data, ensuring explicit cleanup after use. Error handling leverages the TraceLog([int](/page/INT) logLevel, const char *text, ...) function to output diagnostic messages, with built-in support for categories like informational notes or warnings.[8]
Debugging benefits from raylib's integrated logging system, which supports levels such as LOG_INFO for general information and LOG_WARNING for potential issues, configurable via SetTraceLogLevel(int logLevel) to filter output during runtime. This allows developers to monitor application state without external tools initially, though raylib's C-based nature permits seamless integration with debuggers like GDB on Linux or the Visual Studio debugger on Windows for breakpoints and variable inspection. Custom logging callbacks can further extend this for tailored output to files or consoles.[8][28]
For optimization, raylib encourages batching draw calls to minimize OpenGL state changes and improve rendering performance. The SetShapesTexture(Texture2D texture, [Rectangle](/page/Rectangle) source) function enables combining shape drawings with textured elements in a single batch, reducing overhead in scenes with mixed primitives. Shader usage enhances efficiency for complex effects; LoadShader(const char *vsFileName, const char *fsFileName) loads vertex and fragment shaders, applied via BeginShaderMode([Shader](/page/Shader) shader) to handle lighting or post-processing without per-object costs. To avoid performance bottlenecks, minimize frequent memory allocations in update loops by reusing buffers or pre-allocating arrays, leveraging raylib's manual memory functions like MemAlloc() and MemFree() where necessary. With the software renderer, optimizations may focus more on CPU efficiency.[8]
Architecture and Extensibility
Internal Modules
raylib's internal architecture is organized into modular components that promote simplicity and extensibility within its C-based core library. The entire library is accessible through a single header file, raylib.h, which includes all modules by default, allowing for straightforward integration into projects. However, advanced users can customize builds by defining compilation flags to enable or disable specific modules, such as SUPPORT_MODULE_RSHAPES for 2D drawing or SUPPORT_MODULE_RAUDIO for audio features, enabling selective inclusion to optimize binary size and dependencies. This modular approach facilitates platform backends in the core module, which can leverage libraries like GLFW for desktop environments or Allegro5 as an optional alternative, with support for static or dynamic linking via flags like -DLIBTYPE_STATIC.[1][29]
The core module, known as rcore, forms the foundation of raylib by managing essential runtime services. It handles window and graphics context initialization through functions like InitWindow for creating display windows and InitWindowEx for specifying extended attributes. Input polling is facilitated by utilities such as GetKeyPressed for detecting key events and GetMousePosition for cursor tracking, while timing is supported via GetFrameTime to retrieve delta time between frames for smooth animations. In raylib 5.0, rcore was redesigned with platform-specific submodules (e.g., for Windows, Linux, Android) to decouple backend implementations, improving maintainability and enabling easier addition of new targets without affecting the core API. Raylib 5.5 further enhanced rcore with support for new platform backends including RGFW (for desktop and Web) and SDL3, alongside improvements to SDL2 support.[8][30][31]
The rlgl module acts as a low-level OpenGL abstraction layer, providing a unified interface across OpenGL 3.3, OpenGL ES 2.0, and WebGL 1.0 contexts to ensure consistent rendering behavior. It manages OpenGL state through a stack-based system for transformations and handles extensions like shader loading and buffer management, while implementing an internal batching system to optimize draw calls and reduce overhead. This abstraction emulates a simplified OpenGL 1.1-style API, allowing higher-level modules to issue pseudo-OpenGL commands without direct hardware interaction, and includes automatic limits checking for render batches to prevent errors. In raylib 3.7, rlgl was enhanced for greater abstraction, further insulating application code from underlying graphics API differences. Raylib 5.5 extended rlgl with OpenGL 1.1 support, enabling compatibility with retro-console backends such as Dreamcast, N64, PSP, PSVita, and PS4.[8][32][31]
raylib includes several specialized modules for graphics and utilities that build upon rlgl and rcore:
-
rshapes: This module provides functions for drawing 2D primitives, including lines (
DrawLine), rectangles (DrawRectangle), circles (DrawCircle), and polygons, using vertex buffers submitted directly to rlgl. It is designed as a self-contained library, requiring only six core functions for vertex setup and drawing, allowing standalone use without the full raylib dependency; updates in raylib 4.5 minimized its reliance on rlgl for broader portability.[8][33]
-
rtextures: Responsible for image and texture operations, it supports loading from formats like PNG, JPEG, and QOI via
LoadImage and LoadTexture, along with manipulations such as resizing (ImageResize), color adjustments, and format conversions. Textures are stored in GPU memory for efficient rendering, and the module integrates with rlgl for binding during draw calls; support for the QOI image format was added in raylib 5.5. Raylib 5.5 also added support for reading images from the clipboard.[8][31]
-
rmodels: This module handles 3D model loading and rendering, supporting formats including OBJ, MD5, GLTF, and IQM through functions like
LoadModel and DrawModel. It manages meshes, materials, animations, and bones, with utilities for procedural generation (GenMeshPlane) and collision detection (CheckCollisionSpheres); rendering pipelines through rlgl for shaders and transformations. Raylib 5.5 introduced GPU skinning support with a dedicated example.[8][31]
-
rtext: Focused on typography, it enables font loading from TTF/OTF files (
LoadFont), glyph atlasing for efficient storage, and text drawing via DrawText or advanced DrawTextEx for effects like kerning and spacing. It depends on rtextures for font image generation and rlgl for bitmap rendering, supporting Unicode and custom shaders for stylized text. Raylib 5.5 improved rtext with support for BDF fonts, which require no GPU.[8][34][31]
-
raymath: A lightweight mathematics utility module offering vector operations (e.g.,
Vector3Add, Vector3Normalize), matrix functions (MatrixMultiply, MatrixRotate), and quaternion handling (QuaternionIdentity), defined independently to avoid graphics dependencies and facilitate use in non-rendering contexts. Raylib 5.5 added C++ operator overloads for Vector2, Vector3, Vector4, Quaternion, and Matrix types.[8][31]
-
raudio: Manages audio playback and processing, including loading streams from WAV, OGG, MP3, FLAC, and tracker formats like MOD/XM via
LoadMusicStream or LoadSound, with controls for volume, panning, and effects. It uses the miniaudio library internally for cross-platform backend support (e.g., OpenAL, WASAPI), and can operate standalone; support for tracker module formats like MOD and XM was added in raylib 1.5, while enhancements in raylib 4.5 added streaming from memory for the QOA audio format. Raylib 5.5 added gamepad vibration support.[8][33][35][31]
These modules interact in a layered manner: rcore establishes the environment, rlgl handles low-level graphics, and upper modules like rshapes, rtextures, rmodels, rtext, and raudio provide domain-specific APIs that abstract complexity while maintaining efficiency through shared batching and state management. raymath supports computations across all graphics-related modules without direct ties to rendering.
Extensions and Add-ons
raylib supports a range of extensions and add-ons that enhance its core capabilities, primarily through header-only libraries that integrate seamlessly with its API. These additions allow developers to incorporate specialized features like user interfaces, physics simulations, and animation handling without altering the base library. Official add-ons are maintained by the raylib team, while community projects expand functionality in niche areas, all hosted on GitHub for easy access and version compatibility. In October 2025, a new official extension rlsw.h was added as a software renderer backend, implementing an OpenGL 1.1-style API entirely on CPU without requiring a GPU, expanding accessibility for low-end or embedded platforms.[1][2][36]
Among the official add-ons, raygui provides an immediate-mode graphical user interface (GUI) system designed specifically for raylib, enabling the creation of simple controls such as buttons, sliders, and panels using raylib's drawing primitives. It is implemented as a single-header file, requiring only the definition of RAYGUI_IMPLEMENTATION in one source file to include its functions, and aligns with raylib's minimalist style for tools and overlays. raygui is actively maintained alongside raylib updates, with version 4.0 introducing API changes for better consistency.[37]
Physac offers a lightweight 2D physics engine tailored for raylib-based games, handling rigid body dynamics, collisions, and forces through functions like CreatePhysicsBodyCircle() and InitPhysics(). As a header-only C library, it depends on raylib for rendering physics bodies and input, allowing developers to simulate scenarios such as bouncing balls or platformer mechanics by including the header and calling initialization routines within the main loop. Physac is maintained separately but ensures compatibility with stable raylib releases through shared examples and defines like PHYSAC_MAX_BODIES.[38]
raylib_parser serves as a utility tool for parsing the raylib.h header file, extracting data on structs, enums, and functions to facilitate binding generation for other languages. Written in C, it outputs formats like JSON for automated documentation or wrapper creation, and was introduced in raylib 4.0 to support the library's growing ecosystem. Users integrate it by compiling the parser executable and running commands such as raylib_parser --format [JSON](/page/JSON) --input raylib.h --output api.json, ensuring bindings remain synchronized with core API changes. It is maintained as part of the raylib repository.[39][2]
Community-developed projects further extend raylib's scope. libpartikel is a header-only particle system library in C99, enabling effects like explosions or trails by managing particle emitters and updates via simple API calls that leverage raylib's texture and drawing functions. It remains in early alpha but is compatible with raylib's core rendering loop.[40]
spine-raylib integrates the Spine 2D skeletal animation framework with raylib, allowing loading and rendering of animation data from .json and .atlas files using functions derived from the spine-c runtime. Developers include the headers and initialize animations within raylib's update-draw cycle for character or UI animations, maintaining compatibility through periodic updates aligned with raylib versions.[41]
For advanced UI needs, rlImGui (a community binding for cimgui and Dear ImGui) bridges raylib with the popular immediate-mode GUI toolkit, supporting windows, menus, and plots by wrapping ImGui calls around raylib's OpenGL context. Integration involves including the rlImGui header and calling rlImGuiBegin() in the main loop, with the project hosted under the raylib-extras organization to guarantee cross-platform stability.[42]
These extensions are typically loaded by including their respective header files in projects, ensuring they build alongside raylib without external dependencies, and examples demonstrate uses like overlaying GUIs on games or simulating physics for interactive elements. Maintenance occurs via GitHub repositories in the raylib ecosystem, with commitments to backward compatibility for major raylib versions to support long-term projects.[43]
Community and Impact
Adoption and Notable Uses
Raylib has experienced steady growth in adoption, with its GitHub repository surpassing 20,000 stars by mid-2024 and maintaining strong momentum into 2025, reflecting its appeal to developers seeking lightweight game programming solutions.[44] The project has attracted contributions from hundreds of developers, fostering an active ecosystem that includes thousands of dependent repositories and over 250,000 downloads by October 2025.[7][45] This expansion is supported by a vibrant community on platforms like Reddit's /r/raylib subreddit and the official Discord server, which boasts more than 15,000 members as of late 2025.[46]
Notable applications of raylib span education, indie game development, and beyond. In academia, it serves as an educational tool in universities worldwide, including a visit by creator Ramon Santamaria to South East Technological University (SETU) in Ireland to demonstrate its use in video game programming curricula.[47] Indie games highlight its versatility, such as Mystic Land, an old-school RPG featured in the 2025 raylib projects showcase for its grid-based exploration and turn-based combat.[48] Developers also leverage raylib for procedural generation tools, as seen in projects like SpaceCPP, a tech demo that generates and optimizes asteroid fields using uniform grids.[49] In non-gaming contexts, it enables data visualization applications, with examples including custom bar charts and graphical representations built directly from raw datasets.[50]
Key drivers of raylib's adoption include its simplicity, which makes it ideal for rapid prototyping in game jams like GMTK, where numerous 2024 and 2025 entries utilized it for quick 2D and 3D implementations.[51] Integrations with larger tools, such as Godot-inspired middleware like BlitzGD—a BASIC-syntax extension drawing from raylib's API—further broaden its reach for performance-oriented projects.[52] Another highlight is rlsw, a software-based OpenGL renderer that enables raylib applications to run on devices without GPU support.[36]
Awards and Recognition
raylib has received notable recognition for its contributions to open-source game development, particularly in fostering accessible tools for programmers and educators. In April 2019, its creator, Ramon Santamaria, was awarded the Google Open Source Peer Bonus for exceptional community contributions to raylib, highlighting its growing impact on open-source ecosystems.[53] This recognition was followed by a second Google Open Source Peer Bonus in April 2021, again honoring Santamaria's ongoing work in maintaining and expanding the library's community-driven features.[54]
In August 2020, raylib was selected as a recipient of an Epic MegaGrant from Epic Games, providing funding to support its continued development as an open-source graphics library.[55] This grant underscored raylib's role in empowering independent developers and educators with lightweight, cross-platform tools. In March 2022, raylib earned a nomination in the Best Game Engine category at the Mobile Games Awards, acknowledging its utility as a development tool for mobile and broader game programming.[56] Additionally, raylib received support from NLnet through the NGI Zero project, recognizing its role in open-source graphics libraries.[1]
Further recognition came in 2025, with raylib featured on the Software Engineering Daily podcast in January, where Santamaria discussed its design philosophy and educational applications in game development.[57] The project's 12-year anniversary in July 2025 was celebrated by its community, emphasizing raylib's enduring influence on teaching videogame programming fundamentals since its inception in 2013.[58] These honors reflect raylib's sustained value in promoting accessible, high-quality open-source resources for creative coding.