Actually raylib 3.0 is just an extension to raylib 2.6 but with some big expected changes to the ABI that require lots of redesigns. Check #911 for reference.
Three big changes for this new release:
Also considering:
I'll update this issue with further info as required.
1 - It would be good to separate GLFW3 to easily implement other windows, such as SDL2, SOKOL_APP etc ...
2 - Separate the use of GLAD to be able to implement others.
@hbiblia About your points:
rayfork project for that approximation.have a look @ https://bitbucket.org/alfonse/glloadgen/wiki/Home
you can generate the core profile you want, then just cull all the stuff you don't need....
If big changes are coming to the ABI, this would be the perfect opportunity to switch from pass by value to pass by reference. Syntax wouldn't change much, and it's more efficient to pass pointers around instead of filling the stack up with big structures.
I agree with @brankoku especially for models, meshes etc...
@brankoku sorry, no plans for that. I already did a big refactor to reduce all structures size, usually under 64 bytes and unify all structures to be used as pass-by-value (Music was a pointer reference before), I think it's easier for students and overload shouldn't be dramatic.
Implemented global context state in commit https://github.com/raysan5/raylib/commit/40b73a8a91afb26becfcb39560dae73447ce15af.
release publish checklist: #1084
Just a thought, is it worth making the "context" structures non-static so more advanced users can make use of them ?
any plan for iOS support?
@pixelblender no plans for the moment but you can check rayfork, it supports iOS.
raylib 3.0 is complete.
Most helpful comment
raylib 3.0 is complete.