Transcript
Ramon Santa Maria (0:00)
Raylib is a lightweight, beginner friendly and open source C library for game development, known for its simplicity and lack of external dependencies. It's designed to streamline the creation of 2D and 3D games and has an.
Joe Nash (0:13)
Intuitive API for managing graphics, audio and input.
Ramon Santa Maria (0:17)
Ramon Santa Maria is the founder and.
Joe Nash (0:19)
Lead developer of RayLib.
Ramon Santa Maria (0:21)
He joins the show with Joe Nash to talk about the Raylib project. Joe Nash is a developer, educator and award winning community builder who has worked at companies including GitHub, Twilio, Unity and PayPal. Joe got his start in software development by creating mods and running servers for Garry's mod and game development remains his favorite way to experience and explore new technologies and concepts.
Joe Nash (0:58)
Ray, welcome to the show. Thank you for joining me today.
Ramon Santa Maria (1:00)
Hello Joe, thanks for having me. It's a pleasure.
Joe Nash (1:03)
So as we mentioned, you are a developer of raylib, which I'm sure lots of our audience are familiar with a fantastic C library for, you know, game development and all kinds of other, I guess, graphical application development. What I want to start with is the path leading up to Raylib, which as I understand it is 11 years old today, so we've got quite a journey. Where did your interest in game development come from? Like way back before Raylib? What led you to where we are today?
Ramon Santa Maria (1:25)
Well, actually before Raylib I was working in video games development. I worked in EA for some years and also worked in small companies. I also tried to create my own company, published a couple of mobile games for Windows Phone at that moment. And after that I got a job as a professor in a private education institution. Actually it was the first one to start teaching video games. An official video game development course here in Spain I think actually. And my task was teaching video games programming to mostly art students. Yeah, that was a challenge because, well, usually the art students were not that interested in programming. The first option was using some kind of no code tool like drag and drop. At the moment it was kind of the beginning of Unity getting into the market. But I decided to go low level and I really tried to teach actual programming to art students. And to do so I did some tests. I started with C and I checked some libraries out there. After some months of trying different approaches, I found one that actually worked. That was a very, very old library called Borlan BGI Graphics. That's from the 70s maybe. And surprisingly it worked extremely well because it was super simple, like Init Close draw, it was super simple. After that first year teaching I decided to create an alternative to BGI but more adapted to Modern times. Well, modern times at the moment mean OpenGL. And I did. So it was a weekend project actually, Raylib. And just in a couple of months I got a first version quite complete with a lot of functionality to do some 2D, to do some 3D and everything. I started testing or using it with the students. And also surprisingly, it worked super, super good. The students were super engaged with the library and almost all the students were able to create a poll at that moment was the assignment in the subject. And they really enjoyed programming, but not only they enjoyed creating games, but they enjoyed the fact of writing code. Writing code in a quite raw way with Notepad and compiling and running their games. And yeah, that was the origin of the library. But from there I start getting a lot, a lot of feedback because the students were quite excited about the library. I started asking for improvements, reporting bugs, letting other students from other institutions know about the library. And the library started growing and well, at that point I thought that it could be interesting to keep working on it. I actually released it as open source because I thought it was the best option for education and to reach a wider audience. And yeah, and it started growing at that moment I was reactivating my company, the previous one that I had published Windows Phone games. But at that moment I started working in the library with fewer students. The plan was keep working on games development. Actually we released a PS Vita game that time, but most of the day was working in Raylib. So it was like six hours per day working in the school teaching with Raylib. But then there was another six hours every day working in the office with some students developing Greylib. Incredible. Yeah, and it went for about six years that way. Something like that. Five, six years. Yeah. And really kept growing and growing and growing. And then at some point after those first five, six years, I got an email from Google that they were giving me an award for the open source project. And yeah, the library start getting recognition in lot of places and start to grow really, really well, becoming really, really big. And yeah, since that moment, for the last five years, actually I quit at that moment teaching to focus 100% in the company to not only develop rail, but also develop an ecosystem around Rayleigh with some auxiliary libraries and to develop tools focused for video games development, but always using railib as the base technology. So the technology kept growing along all the other products around it also were built. Yeah, that's mostly today. That's at this moment really it's super big. Yeah, it's unbelievable the point it has reached right now. It's unbelievable that I've been living years doing that.
