Yep! Though raylib is a very complete framework/library that makes things so much quicker and easier with regards to graphics and sound and other such stuff, it’s great to have the freedom to choose everything else to do with game dev - the IDE and creative tools you use, what sort of game you make, how you structure your project and your code, and even the programming language you use! I’d really hate to try to learn to programme absolutely everything from scratch, especially after watching devlogs of people struggling to create their own game engines and graphics frameworks! I will still use Godot and Unity for my main projects, but I’m currently experimenting with Raylib while learning C, and find it really satisfying and fun.
Ironically Unity and Godot and Unreal try to simplify things to the point where it's overwhelming. I much prefer a blank page to start with that will end up only including the things that I want included.
@@kittycata2002 it is just for standard rules and maybe do a good way of linking files. Well, the standard it is for example, in Foo.h, define Foo(); , then there is this Foo.c, in Foo.c include Foo.h and then implement Foo(){ 1 + 1;}