Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

raykit-cpp

A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.

"Build. Play. Iterate."

Features

  • Zero setup friction — clone and build
  • Cross-platform: Windows / macOS / Linux
  • CMake build system with Ninja and CMakePresets
  • Raylib 6.0 via FetchContent
  • physfs asset bundling — assets packed into a .pck file for release
  • Scene management system with lifecycle hooks
  • Asset manager with debug/release path abstraction and user data storage
  • FastNoiseLite procedural noise generation
  • ImGui (rlImGui) debugging UI integrated
  • Optional Steamworks SDK integration
  • CI/CD via GitHub Actions (Ubuntu and Windows)
  • Compile commands export for IDE support (LSP/clangd)

Project Structure

raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat

Build & Run

Prerequisites

  • CMake >= 3.25
  • A C++20-capable compiler (GCC, Clang, or MinGW)
  • Ninja build system

Quick Start

# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debug

Running the Game

The executable is placed in bin/{platform}-{build_type}/:

./bin/desktop-debug/raykit-cpp

Makefile Commands

make build PRESET=<preset># Configure and build
make configure PRESET=<preset># Configure only
make clean PRESET=<preset># Clean build artifacts
make rebuild PRESET=<preset># Clean, configure, and rebuild

Available presets: desktop-debug / desktop-release

Scene System

classMyScene : publicScene {
voidon_compose() override { /* load resources */ }
voidon_dispose() override { /* unload resources */ }
voidon_update(float delta) override { /* update logic */ }
voidon_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");

SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.

Asset Manager

AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.

// Initialize at startupAssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)AssetManager::write_text("user://saves/slot1.dat", contents);
// CleanupAssetManager::dispose();

Path protocols:

  • assets://path/file or plain path/file — bundled assets
  • user://path/file — platform user data directory:
    • Windows: %APPDATA%/<project>/
    • macOS: ~/Library/Application Support/<project>/
    • Linux: $XDG_DATA_HOME/<project>/ or ~/.local/share/<project>/

FastNoiseLite

Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.

Optional: Steamworks Integration

  1. Download the Steamworks SDK
  2. Extract it to vendor/steamworks/
  3. The build system detects it automatically and defines USE_STEAMWORKS

If the SDK is not present, the project builds without Steamworks support.

Debug vs Release Builds

  • Debug: Assets read from assets/ in the source tree; RAYKIT_DEBUG_MODE defined; debug symbols enabled
  • Release: Assets bundled into raykit-cpp.pck beside the executable; RAYKIT_RELEASE_MODE defined; optimizations enabled

License

See LICENSE for details.

About

A modern C++ starter kit for building cross-platform games with Raylib, CMake, and zero setup friction.

Resources

Stars

3 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages