DarknessFX
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drkfx.bsky.social
DarknessFX
@drkfx.bsky.social
Developer, Gamer, Maker, Coolhunter, Adventurer! PT,EN
GameDev ToolMaker at https://github.com/DarknessFX .
C++ static calls, add #include "RaylibUEBPLibrary.h" and start using the API.
Blueprint nodes feature easy chaining, providing data between nodes for frictionless development.
(e.g. Using Timeline node or Tick event)
September 26, 2025 at 3:49 PM
50+ Raylib draw functions as Blueprint nodes (e.g., DrawCircle, DrawText, DrawModelEx) with exact parameters for 1:1 learning.
Access to the Renderer DrawCommandList for real-world pipeline practice.
September 26, 2025 at 3:48 PM
January 26, 2025 at 10:22 PM
"traceResponse": true
}
},
==
I don't know if it's possible to fix these hard-coded paths, but it should be easy enough for anyone to adapt.
January 19, 2025 at 9:40 PM
"MIMode": "gdb",
"miDebuggerPath": "C:/Unreal/RadDebugger/raddbg.exe",
"miDebuggerArgs": "-q -auto_step -project D:/workbench/Zig/inProgress/zTinyRasterizer/bin/Debug/${workspaceFolderBasename}.exe",
"logging": {
"engineLogging": true,
"trace": true,
January 19, 2025 at 9:40 PM
"program": "${workspaceFolder}/bin/Debug/${workspaceFolderBasename}.exe",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"preLaunchTask": "${defaultBuildTask}",
"externalConsole": true,
"avoidWindowsConsoleRedirection": true,
January 19, 2025 at 9:40 PM
RadDebbuger from github.com/EpicGamesExt...
launch.json:
==
{
"name": "Debug with RadDebugger",
"type": "cppdbg",
"request": "launch",
"presentation": {
"hidden": false,
"group": "",
"order": 3
},
Releases · EpicGamesExt/raddebugger
A native, user-mode, multi-process, graphical debugger. - EpicGamesExt/raddebugger
github.com
January 19, 2025 at 9:39 PM
The difference it makes when you move a division and float cast outside the loop is significant.
And where I spent my time yesterday, sometimes the smaller functions can be the trickiest to fix.
January 17, 2025 at 6:41 PM
Yes!!! GLFW-less version also working!! \o/
Uploading BaseVulkan Zig Template source code to github.com/DarknessFX/z... in a few minutes. 💪
January 15, 2025 at 6:06 AM
8 hours and 900+ lines of code later: 🍻
Now that I have a version working 100%, I'm going back to find out why my GLFW-less version failed.
January 15, 2025 at 5:14 AM