testing commit I bugged it checking if org export to html works test it out
resources for bunch of stuff I want to learn
- setting up emacs for IDE experience
- research workflow
- cool blog on use-package
- crash course on important doom emacs features
- interesting config
- eww https://elkowar.github.io/eww/eww.html
- waybar https://github.com/Alexays/Waybar/wiki/Module:-Hyprland
- Setup Swaync for notification ?
- Fabric
- veryvery cool documentation about a lot of stuff here
- cheatsheet
- raymath
- compile to web
- How I compiled raylib for web:
- NOTE you can write c/c++ then using emscripten to compile to wasm.
install emsdk from AUR and setup according to the wiki instructions
cloned raylib into my game directory
in raylib/src
build like this:
emcc -c rcore.c -Os -Wall -DPLATFORM_WEB -DGRAPHICS_API_OPENGL_ES2 emcc -c rshapes.c -Os -Wall -DPLATFORM_WEB -DGRAPHICS_API_OPENGL_ES2 emcc -c rtextures.c -Os -Wall -DPLATFORM_WEB -DGRAPHICS_API_OPENGL_ES2 emcc -c rtext.c -Os -Wall -DPLATFORM_WEB -DGRAPHICS_API_OPENGL_ES2 emcc -c rmodels.c -Os -Wall -DPLATFORM_WEB -DGRAPHICS_API_OPENGL_ES2 emcc -c utils.c -Os -Wall -DPLATFORM_WEB emcc -c raudio.c -Os -Wall -DPLATFORM_WEB
thenemar rcs libraylib.a rcore.o rshapes.o rtextures.o rtext.o rmodels.o utils.o raudio.o
you can then go to build directory in raylib and test it by runningcmake ..
make
, all examples should work
you MUST build your game file with Async flagemcc -o game.html src/spiral.c -Os -Wall vcpkg/raylib/src/libraylib.a -I./vcpkg/raylib/src -L./vcpkg/raylib/src -s USE_GLFW=3 -s ASYNCIFY --shell-file shell.html -DPLATFORM_WEB
can then test by running local serverpython3 -m http.server 8000
result:
- basic raylib :