Lesson learned, for sure, but I'm too far into the development to swap all of the Raylib stuff out for SDL (or something else) now.
Lesson learned, for sure, but I'm too far into the development to swap all of the Raylib stuff out for SDL (or something else) now.
Things Unexpectedly Named After People: https://notes.rolandcrosby.com/posts/unexpectedly-eponymous/
Which is amusing :)
What if Ray the person was named after ray-tracing by his parents?
My solution to the issue is also full screen borderless combined with resolution scaling.
Hah, good to know I am not the only one.
Like, the whole giving the application maximum priority would work the same?
On Windows, under ideal circumstances borderless-fullscreen performs identically to exclusive-fullscreen as Windows will let the program skip the compositor and present its frames more-or-less directly to the display. (Under really ideal circumstances the same applies to bordered non-fullscreen windows.)
If the compositor can't be skipped, borderless-fullscreen can be a bit brutal on performance: on a 4K 160Hz screen I've experienced an additional 40-milliseconds+ of frame-latency purely from borderless-fullscreen being used.
The Special K wiki has some pages that go into more detail about the situation on Windows: https://wiki.special-k.info/SwapChain, https://wiki.special-k.info/Presentation_Model
There are three different aspects here, each one can be done differently and all can be (and have been) mixed or ignored:
1. Set the video mode. You can either do that or not and use whatever the desktop is running at. You may want to change the video mode not just for resolution but for using a different refresh rate. Both native games (like, e.g. Quake source ports using SDL2) and Wine still do that (you can disable the modesetting in Wine via the registry so that games only see the desktop resolution as the only available one).
2. Create a fullscreen window. There are two ways to do that: either create a window that bypasses redirection ("redirection" here means that the window manager wont manage it, it has nothing to do with compositing - if a compositor is used - though some compositors also use it as a hint for that) and have it cover the entire desktop area (you may want to use randr to figure out the monitor area for multiple monitors) or alternatively use the fullscreen hint on the window and let the window manager handle this. Note that some window managers may not support this or have bugs with it.
3. Handle input. X11 provides an API to capture mouse and/or keyboard input, though strictly speaking this is not really required and TBH i do not see why games ever did that (i can only think of conflicts with other programs but i'd expect this to be something for the user to deal with). In any case, it is rare for games to do that these days. You can just handle input "normally" like any other program. You can provide a (by default disabled) option if you really want to though as the API for capturing is trivial.
For my last game engine i did #1 (with an option to use whatever the desktop resolution is) and #2 (using the fullscreen flag by default with the redirect flag as an alternative for window managers that had issues with the fullscreen flag) but i didn't bother with #3.
> The modern strategy is to just do borderless windowed and pretend true fullscreen doesn't exist.
This explains a lot as to why I experienced some interesting inconsistency going full screen in different applications in Windows ;)
In a composited environment, fullscreen windows are just maximized windows without a border, which triggers some heuristic to unredirect windows (i.e. does not have to pay the price of compositing) when they are the sole thing that is drawn on the screen.
So, on Linux, fullscreen and maximized borderless are the same. Given that Windows is a fully compositing desktop as well, I wonder why the difference still exists.
Some legacy apps (that is, games) react very badly when they're not in full control of their window sizing, priority, input and device polling, ecc.
The current day approach is to instead do the "large borderless window" and then do software scaling of the image in order to match the display resolution. One cool result of this is you can get much better scaling than your display would do naively. Low-res games really benefit from software integer scaling instead of "whatever scaling the display firmware does, usually making all the edges blurry".
Rescaling in software is so fast now that some graphically intense games can do per-frame scaling in order to keep per-frame latencies below a particular goal threshold, at the cost of your game losing fidelity (getting blurier). It's so common that most big-name titles now do this.
We had a professional UI/UX designer react to ShapeUp [1], and one of the things she commented on was the font being hard to visually parse.
I laughed a little when the author yelled "raylib!" to make sure blame was assigned appropriately XD. I'm currently the top GitHub sponsor for raylib, so there's no hate, but I wish he changed some of his defaults.
[0] https://handmadecities.com/seattle
[1] https://vimeo.com/887532756/2972a82e55#t=49m58s (timestamped)
One thing that's always bothered me about Wasm and browser 3d/2d graphics is that I often find minor issues such as scrolling. Look at the example called "Background scrolling & parallax" here: https://www.raylib.com/examples.html
I've tested on several devices and it's definitely not smooth scrolling, unless there's something wrong with my eyes.
How can 2D smooth scrolling not be a solved problem in 2024?
Update: Although, having a closer look at the scene, I see its pixel art, so I bet the author is snapping floating point positions to a pixel point to prevent sub pixel blurring.
Another small update: I was sure requestAnimationFrame was locked to 60fps, but I noticed on Chrome the other day it was 144hz, the full speed of my monitor.
But I think it's more meant to demonstrate drawing parallax layers rather than subpixel scrolling.
TL;DR: if you base your animation- or scroll-speed on the 'raw' measured time between two frames, you'll get micro-stutter because it's pretty much impossible to obtain a non-jittery frame duration on modern operating systems or web browsers, all you can do is try to remove the noise via filtering, or 'align' your measured frame duration with the display refresh interval, which on some platforms cannot be queried.
In web browsers the most important problem is that you can't measure the exact frame duration (which is fallout from Spectre/Meltdown), or obtain a precise 'presentation timestamp', or even query the display refresh frequency.
Even in the native OS APIs that provide a presentation timestamp (like DXGI on Windows or CVDisplayLink on macOS) that timestamp has considerable jitter and has not much to do with the actual presentation time when the frame becomes visible to the user.
And as soon as you base your animation timings on such a jittery timestamp you'll get micro-stutter (the easiest way to get smooth animation is actually to assume a fixed frame duration, but then your animation speed will be tied to the display refresh rate).
It's often possible to eliminate the timing jitter with 'noise removal' filters or just tracking an average over the last couple dozen frames, but those then may behave funny in situations where the frame duration changes drastically (such as moving a window between displays with different refresh rate, or when rendering stops and then resumes because the window or browser tab is fully obscured and then becomes visible again).
PS: Raylib's frame pacing code on the web is also a bit on the crude side [2].
...e.g. it just sleeps for 16 milliseconds, and relies on ASYNCIFY to enable a traditional render loop in browsers. It would actually be better to use a frame callback via requestAnimationFrame (or the Emscripten wrapper function emscripten_request_animation_frame), but this means giving up the cross-platform 'own the game loop' application model. Not that requestAnimationFrame alone solves any of the above mentioned time jitter problems though.
[1] https://medium.com/@alen.ladavac/the-elusive-frame-timing-16...
[2[ https://github.com/raysan5/raylib/blob/f1007554a0a8145060797...
Do you have any comment whether frame blending (actually using a mix of two frame states to produce the rendering) would be a workable solution?
Wow this is kind of insane. About this
> Raylib doesn’t do basic parameter validation, by design. This function segfaults when dataSize is null: (...)
The developer answered this
> For most of the raylib functions is up to the user to validate the inputs, if raylib should consider all possible bad-use scenarios it would require reviewing most of the library functions and it will increase source-code complexity.
True, that is not something a function ought to defend against.
However, the complaint was not about that, though, it was about not checking if the dataSize parameter is NULL.
I don't really have a problem with functions that segfault when given NULL pointer parameters as long as this is clearly documented!
Sometime, however, you just need to be familiar with enough projects in C that common-sense gets built. In the specified example:
unsigned char *LoadFileData(const char *fileName, int *dataSize);
I expected that a function that returns an array needs to tell the caller how large that array is. This specific function is not one I would complain about.These things are usually documented in the headers. In this case it says:
// Load file data as byte array (read)
So, yeah, it's pretty clear to me that the number of bytes has to be returned somewhere, and there's only one parameter called `dataSize`, so this isn't something I consider to be a valid complaint.[EDIT: Escaped pointers, and added last paragraph]
WARNING unpaired | unescaped *'s !! :-)
grrr, markup
And if every C project takes this same philosophy to poor documentation, how exactly is a new person learning C supposed to build that common sense? Brushing off poor documentation with "you just need more experience" is not a valid response. The documentation for that function could be much more clearer without being much longer.
so, while the documentation could and should be more explicit than the single telegraphic line you quote, the function's behavior is fine, and detecting and trying to handle the null pointer would make its behavior worse and harder to debug (except on like an arduino or ms-dos or something)
not every c api description needs to be an introductory tutorial for c
Microsoft has deprecated all pointer validation functions on Windows, because there were plenty of corner cases regarding pointer validation.
It returns an array of bytes. If you, the programmer, wrote a line that called that function, on the very next line you are going to try to use the array, realise that you don't know the length, and realise that the `NULL` that passed in on the line above is probably the output for the length!
In order to actually write a call with `NULL` for the dataSize argument, the programmer needs to be clueless about how to write a for loop.
So, no, I can't easily see a situation where a programmer accidentally uses a `dataSize` parameter of `NULL`, because that would mean they don't know that arrays in C have no length information, which is C 101.
Sure, but they don't carry that length information when being returned from a function.
Not in any sense that is actually useful to the programmer, at runtime at least. You cannot ask an array how big it is.
Pointers actually do have length information as well, otherwise free() would not work. But its the same deal with arrays - there is no way to access it outside of compile time constants, if those are even present.
This is 100% correct. The parent of the parent is confused (or is just using terminology incorrectly) as are the current siblings to my comment.
One post claims pointers carry length information so that free works. This has nothing to do with pointers, it has to do with the implementation of malloc and friends. It's only a promise of a successful malloc that you can free, nothing to do with the pointer other than it was returned by malloc. Pointers can point to all sorts of things, the only information they intrinsically have are the type of the object they point to and its address.
Two posts claim a function can return an array of bytes. This is impossible in C. You can't return an array of bytes. You can return a pointer that might point into a continuous sequence of bytes. You could also return a struct whose member is an array, but that's rarely done. When you return (or pass) what looks like an array syntactically, it is converted to a pointer to its first element.
Arrays, on the other hand, always carry length information via the sizeof operator. A special hand waving case would be you could define a pointer to an array (not a pointer to the first element of an array), so in effect the length is contained within the pointer type. E.g. char (*foo)[42] declared foo as a pointer to an array of char with length 42.
So that is pretty much worthless outside the current scope where they were declared.
#pragma once
#include <cstdio>
namespace raylib {
#include <raylib.h>
}