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DISCLAIMER:

Welcome to raylib game template!

This template provides a base structure to start developing a small raylib game in C and C++. The repo is also pre-configured with a default LICENSE (zlib/libpng) and a README.md (this one) to be properly filled by users. Feel free to change the LICENSE as required.

All the sections defined by MorganeDev are expected to be edited and filled properly. It's recommended to delete this disclaimer message after editing this README.md file. (note : no I wont)

This template has been created to be used with raylib (www.raylib.com) and it's licensed under an unmodified zlib/libpng license.

Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)

note (MorganeDev) : This fork of the template include some utils for my own use provided as-is with no guarantee that it will work or be useful in any way, shape or form ans is mostly a playground for me to do weird shit with a language i'm learning.


What is this

AlchemyEngine is a template project for Raylib, providing a couple of utils and macros

Feature List

-> an event pipeline, supporting both lonely methods and objects

-> Linux and Windows path utils to never have to check for / or \ in your code

-> Texture caching so you dont load the same texture 500 time

-> Integrated ImGui out of the box

-> A lot more as I keep working with this

Build

There are several ways to build the program :

Using the makefile

If you already have all dependencies installed (raylib, glfw3 for linux, libgcc for all systems), you can just use the make file (which is a glorified wrapper of the CMakeList because it's a pain in the rear).

Using nix

If you dont have the dependencies and use NixOS / flakes for developpement, there's a flake present.

use direnv or nix develop and you'll be good to go

Docker

You can use the make distribute command to build and compress the game for both linux and windows. the build will be in the artifacts directory

Windows

Due to me not having windows, I cannot guarantee that the CMakeLists.txt here can build on windows. To compile, I use mingwin64 and run the program in proton (which work for me in docker, but I cant promise it work on actual windows)

Third Party library

note : all libraries here have been tampered with to build with my system

  • DearImgui : mostly painless way of creating instant mode uis
  • rlImGui : raylib bindings for Dear Imgui

Generative AI

The entirety of this project (minus third party libraries which I dont have control over), be it assets, code, or otherwise, was made without the use of generative AI. The point of this project is to LEARN C/C++ gamedev, not ask a glorified search engine to do it for me.

License

This game sources are licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check LICENSE for further details.

All assets made for this project are free for any use of any kind, so long as you dont claim you made them (although I wont care)

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template for Raylib 5.5 with some added code for convenience

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