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by diath 54 days ago
The remaining issue I have with Raylib is that the library has no concept of a Text object, so for text-heavy scenes (lots of combat damage texts in fast paced games, lots of UI elements), the library spends most of the time recalculating font glyph stuff when drawing text.
1 comments

You should have read the post :P

> NEW Text Management API: Along with the new file system functionality, a new set of text management functions has been added, also very useful for text procesing and also used in custom build systems creation using raylib. At the moment raylib includes +30 text management functions:

I have read it, if you scroll down to the API list for the new text functions, they all relate to text (string) manipulation, not text rendering. There's still no native mechanism for caching text vertexes between frames.