cray v6.0 Release Notes
Release Date: 2026-04-23 // 6 months ago-
๐ raylib 6.0 release notes
๐ A new
raylibrelease is finally ready and, again, this is the biggestraylibrelease ever! Thanks to the support of many amazing contributors this release comes packed with many new features and improvements, also thanks to the financial support of NLnet and the NGI Zero Commond Fund that allowed me to work on this project mostly fulltime for the past few months.๐ Some astonishing numbers for this release:
- +330 closed issues (for a TOTAL of +2150!)
- +2000 commits since previous RELEASE (for a TOTAL of +9760!)
- +20 new functions ADDED to raylib API (for a TOTAL of 600!)
- +70 new examples to learn from (for a TOTAL of +215!)
- +210 new contributors (for a TOTAL of +850!)
Highlights for
raylib 6.0:NEWSoftware Renderer -rlsw: The biggest addition of this new release. A new software renderer backend, that allows raylib to run purely on CPU, with no neeed for a GPU. It finally closes the circle of my search for a portable self-contained, with no-external-dependencies , graphics library, able to run on any device providing some CPU-power and some RAM memory. It has been possible thanks to the amazing work of Le Juez Victor (@Bigfoot71), who createdrlsw, a single-file header-only library implementing OpenGL 1.1+ specification, tailored to fit into raylibrlglOpenGL wrapper, and allowing to run raylib seamlessly over CPU with no code changes required on user side. As expected, software rendering is slower than hardware-accelerated rendering but it is still fast enough to run basic application at 30-60 fps. Actually, it already proved it usefulness on a new raylib port for ESP32 microcontroller by Espressif, useful for industrial applications, and opens the door to the upcoming RISC-V powered devices that start arriving to the marked, and many times come with no GPU. Along the new software renderer, some of the existing platform backends have been adapted to support it (SDL, RGFW, DRM) and also new platforms backends have been created to accomodate it (Win32, Emscripten), incluing a newPLATFORM_MEMORY, that allows direct rendering to a memory framebuffer.
๐ raylib_rlsw.mp4
NEWPlatform backend: Memory -rcore_memory: This new platform has been added along the software renderer backend, allowing 2d and 3d rendering over a platform-agnostic memory framebuffer , it can run headless and output frames can be directly exported to images. This new backend could also be useful for graphics rendering on servers or process images directly using the memory buffer.NEWPlatform backend: Win32 -rcore_desktop_win32: A new Windows platform backend and the first step towards a potential replacement/alternative to the platform libraries currently used by raylib (GLFW/SDL/RGFW). This backend follows same API template structure than the other raylib backends, but directly implementing Win32 API calls. It allows initializing OpenGL GPU-accelerated windows and also GDI based windows, useful for the software renderer backend. This new backend approach, following a common template-structure and separating the platform logic by specific OS/Windowing system, will simplify code, improve maintenance, readability and portability for raylib, setting some bases for the future. NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.NEWPlatform backend: Emscripten -rcore_web_emscripten: In the same line as Win32 backend, this new web backend moves away fromlibglfw.jsand directly implements Emscripten/JS functionality , with no other dependencies , adding support for the new software renderer to draw directly on a non-accelerated 2d canvas but also supporting a WebGL-hardware-accelerated canvas when required. NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.
REDESIGNEDFullscreen modes and High-DPI content scaling : After many years and many related issues, the full-screen and high-dpi content scaling support has been completely redesigned from scratch. New design prioritizes borderless fullscreen modes and automatically detects current monitor content scaling configuration to scale window and framebuffer accordingly when required. Still, High-DPI support must be requested by user if desired enablingFLAG_WINDOW_HIGHDPIon window creation. This new system has been carefully tested on Windows, Linux (X11, Wayland), macOS with multiple monitors and multiple resolutions, including 4K monitors.REDESIGNEDSkeletal Animation System : A new animation system for 3d models has been created to support animation blending, between single frames but also between differents frames on different animations, to allow easy timed transitions between animations. This redesign implied reviewing several raylib structures to better accomodate animation data:Model,ModelSkeleton,ModelAnimation, but the API was simplified and support for GPU-skinning was improved with multiple optimizations.
raylib_animation_blending.mp4
๐
REDESIGNEDBuild Config System -config.h: raylib allows lot of customization for specific needs (i.e. disabling modules not needed for specific applications like rmodels or raudio) but previous implementation did not allow easely disabling some features from custom build systems. New design not only allows disabling features with simple-DSUPPORT_FILEFORMAT_OBJ=0on building command-line but also the full system has been reviewed, removing useless flags and exposing new ones.NEWFile System API : Along the years, multiple filesystem functions have been added to raylib API as required but it felt somewhat inconsistent with some pieces missing. In this new release, the full filesystem API has beeen reviewed and reorganized, compiling all the functionality single module: rcore, consequentlyutilsmodule has been removed and build system has been simplified even more; only 6-7 modules (.c) need to be compiled containing the full raylib library. This new filesystem API will allow raylib to be used on the creation of custom build systems , as already demostrated with the newrexmtool for examples management. At the moment raylib includes +40 file system management functions :// File system management functionsunsigned char*LoadFileData(constchar*fileName,int*dataSize);// Load file data as byte array (read)voidUnloadFileData(unsigned char*data);// Unload file data allocated by LoadFileData()boolSaveFileData(constchar*fileName,void*data,intdataSize);// Save data to file from byte array (write), returns true on successboolExportDataAsCode(constunsigned char*data,intdataSize,constchar*fileName);// Export data to code (.h), returns true on successchar*LoadFileText(constchar*fileName);// Load text data from file (read), returns a '\0' terminated stringvoidUnloadFileText(char*text);// Unload file text data allocated by LoadFileText()boolSaveFileText(constchar*fileName,constchar*text);// Save text data to file (write), string must be '\0' terminated, returns true on successintFileRename(constchar*fileName,constchar*fileRename);// Rename file (if exists)intFileRemove(constchar*fileName);// Remove file (if exists)intFileCopy(constchar*srcPath,constchar*dstPath);// Copy file from one path to another, dstPath created if it doesn't existintFileMove(constchar*srcPath,constchar*dstPath);// Move file from one directory to another, dstPath created if it doesn't existintFileTextReplace(constchar*fileName,constchar*search,constchar*replacement);// Replace text in an existing fileintFileTextFindIndex(constchar*fileName,constchar*search);// Find text in existing fileboolFileExists(constchar*fileName);// Check if file existsboolDirectoryExists(constchar*dirPath);// Check if a directory path existsboolIsFileExtension(constchar*fileName,constchar*ext);// Check file extension (recommended include point: .png, .wav)intGetFileLength(constchar*fileName);// Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)longGetFileModTime(constchar*fileName);// Get file modification time (last write time)constchar*GetFileExtension(constchar*fileName);// Get pointer to extension...
Previous changes from v5.5
-
One year after raylib 5.0 release, arribes
raylib 5.5, the next big revision of the library. It's been 11 years since raylib 1.0 release and in all this time it has never stopped growing and improving. With an outstanding number of new contributors and improvements, it's, again, the biggest raylib release to date.๐ Some numbers for this release:
- +270 closed issues (for a TOTAL of +1810!)
- +800 commits since previous RELEASE (for a TOTAL of +7770!)
- +30 functions ADDED to raylib API (for a TOTAL of 580!)
- +110 functions REVIEWED with fixes and improvements
- +140 new contributors (for a TOTAL of +640!)
Highlights for
raylib 5.5:๐
NEWraylib pre-configured Windows package : The new raylib portable and self-contained Windows package forraylib 5.5, intended for nobel devs that start in programming world, comes with one big addition: support for C code building for Web platform with one-single-mouse-click! For the last 10 years, the pre-configured raylib Windows package allowed to edit simple C projects on Notepad++ and easely compile Windows executables with an automatic script; this new release adds the possibility to compile the same C projects for Web platform with a simple mouse click. This new addition greatly simplifies C to WebAssembly project building for new users. Theraylib Windows Installerpackage can be downloaded for free from raylib on itch.io.NEWraylib project creator tool : A brand new tool developed to help raylib users to setup new projects in a professional way.raylib project creatorgenerates a complete project structure with multiple build systems ready-to-use and GitHub CI/CD actions pre-configured. It only requires providing some C files and basic project parameters! The tools is free and open-source, and it can be used online!.๐
NEWPlatform backend supported: RGFW : Thanks to thercoreplatform-split implemented inraylib 5.0, adding new platforms backends has been greatly simplified , new backends can be added using provided template, self-contained in a single C module, completely portable. A new platform backend has been added:RGFW.RGFWis a new single-file header-only portable library (RGFW.h) intended for platform-functionality management (windowing and inputs); in this case for desktop platforms (Windows, Linux, macOS) but also for Web platform. It adds a new alternative to the already existingGLFWandSDLplatform backends.๐
NEWPlatform backend version supported: SDL3 : Previousraylib 5.0added support forSDL2library, andraylib 5.5not only improves SDL2 functionality, with several issues reviewed, but also adds support for the recently released big SDL update in years:SDL3. Now users can select at compile time the desired SDL version to use , increasing the number of potential platforms supported in the future!๐
NEWRetro-console platforms supported: Dreamcast, N64, PSP, PSVita, PS4 : Thanks to the platform-split onraylib 5.0, supporting new platform backends is easier than ever! Along the raylibrlglmodule support for theOpenGL 1.1graphics API, it opened the door to multiple homebrew retro-consoles backend implementations! It's amazing to see raylib running on +20 year old consoles like Dreamcast, PSP or PSVita, considering the hardware constraints of those platforms and proves raylib outstanding versability! Those additional platforms can be found in separate repositories and have been created by the amazing programmer Antonio Jose Ramos Marquez (@psxdev).๐
NEWGPU Skinning support : After lots of requests for this feature, it has been finally added to raylib thanks to the contributor Daniel Holden (@orangeduck), probably the developer that has further pushed models animations with raylib, developing two amazing tools to visualize and test animations: GenoView and BVHView. Adding GPU skinning was a tricky feature, considering it had to be available for all raylib supported platforms , including limited ones like Raspberry Pi with OpenGL ES 2.0, where some advance OpenGL features are not available (UBO, SSBO, Transform Feedback) but a multi-platform solution was found to make it possible. A new example,models_gpu_skinninghas been added to illustrate this new functionality. As an extra, previous existing CPU animation system has been greatly improved, multiplying performance by a factor (simplifiying required maths).NEWraymathC++ operators: After several requested for this feature, C++ math operators forVector2,Vector3,Vector4,QuaternionandMatrixhas been added toraymathas an extension to current implementation. Despite being only available for C++ because C does not support it, these operators simplify C++ code when doing math operations.
Beside those new big features,
raylib 5.5comes with MANY other improvements:- ๐ Normals support on batching system
- ๐ Clipboard images reading support
- CRC32/MD5/SHA1 hash computation
- ๐ Gamepad vibration support
- ๐ Improved font loading (no GPU required) with BDF fonts support
- ๐ Time-based camera movement
- ๐ Improved GLTF animations loading
...and much much more, including many functions reviews and new functions added!
๐ Make sure to check raylib CHANGELOG for a detailed list of changes!
To end with, I want to thank all the contributors (+640!) that along the years have greatly improved raylib and pushed it further and better day after day. Thanks to all of them, raylib is the amazing library it is today.
Last but not least, I want to thank raylib sponsors and all the raylib community for their support and continuous engagement with the library, creating and sharing amazing raylib projects on a daily basis. Thanks for making raylib a great platform to enjoy games/tools/graphic programming!
After 11 years of development,
raylib 5.5is the best raylib ever.Enjoy programming with raylib! :)
๐ New Contributors
- @Kimo-s made their first contribution in #3528
- @MrScautHD made their first contribution in #3546
- @AuzFox made their first contribution in #3552
- @Zapunidi made their first contribution in #3555
- @ManuMario0 made their first contribution in #3574
- @Minmoose made their first contribution in #3609
- @davidthings made their first contribution in #3615
- @riadbettole made their first contribution in #3624
- @lipx1508 made their first contribution in #3618
- @benjibst made their first contribution in #3627
- @rmn20 made their first contribution in #3631
- @orosmatthew made their first contribution in #3632
- @Starpelly made their first contribution in #3640
- @devdad made their first contribution in #3621
- @DongkunLee made their first contribution in #3536
- @Toctave made their first contribution in #3585
- @cinghycreations made their first contribution in #3641
- @tromero made their first contribution in #3666
- @wisonye made their first contribution in #3682
- @maverikou made their first contribution in #3678
- @IoIxD made their first contribution in #3681
- @seiren-games made their first contribution in #3692
- @casavaca made their first contribution in #3710
- @Minnowo made their first contribution in #3712
- @LievenPetersen made their first contribution in #3720
- @candrewlee14 made their first contribution in #3727
- @karl-zylinski made their first contribution in #3701
- @Blockguy24 made their first contribution in #3732
- @JayLCypher made their first contribution in #3737
- @idircarlos made their first contribution in #3751
- @mllimo made their first contribution in #3750
- @aubs-dev made their first contribution in #3760
- @marrony mad...


