How to build a 3D APL Game with raylibAPL
summary
Builds a 3D prototype called ArrayLab using raylibAPL, plus a 2D FlappyBird clone finished in ~6 hours. Implements a model loader, a box-based collision system and a physics engine rewritten four times to handle gravity, sliding and 1,000+ model slowdowns. Packages demos as Linux AppImage and Windows .exe, adds CI/TATA packaging, and fixes Unicode pointer and input-threading bugs; macOS runs only with HTML renderer disabled due to main-thread GPU constraints.
AI-written summary · about
chapters (12)
- 0:00About Holden
- 2:10Testing raylibAPL by making a game
- 5:11What is raylibAPL?
- 8:20Building a 2D game: FlappyBird clone
- 10:28Building a 3D game: ArrayLab
- 15:42The game making process
- 16:29Loading assets
- 20:16Simulating physics
- 24:07Handling I/O
- 25:53Uses of raylibAPL
- 27:44Conclusion
- 29:15Questions
related talks
30mWriting a game in Haskell
40mWriting 2D games for the OSX platform in Ruby
59mGraphics Programming with LambdaCube 3D - Part 2 of 2
10mPlotty Bird: Making Modern Games on Retro Pen Plotters!
36mMultiplayer Games With WebXR
34mReimagining 2D graphics and game development with Ruby
54mBuilding games in .NET MAUI
25mLeveling Up: Building Retro 2D Games with JavaScript and Phaser
