I'm currently making an isometric pixel art game using SFML [0]. Technically this is not possible since SFML does not use a depth buffer/z value, but I found a way around this.
I still feel limited in SFML in many ways, like being forced to use the color channels to pass custom codes to the GPU for shaders (while still needing to use color)
Is it possible to setup a custom vertex array in raylib? Beyond world pos, texture pos, and color, is it easy to pass additional information to the GPU for customizing assets in the shader?
Most (all?) of the examples I've see are 3D, but I imagine raylib would have no problem handling a 2D game? Or is specifically designed for 3D and 2D is an afterthought/non-existant?
[0] https://twitter.com/YesboxStudios/status/1676924625912045568