I agree entirely with the author on the limitations of Raylib. I'm currently working on a tower-defense style game that I started in Raylib, but I'm running into many of the same limitations (and more). Things such as toggling fullscreen not working consistently across platforms, not being able to enumerate screen modes, toggling rendering features at runtime, saving compiled shaders etc., etc. Having said that, I appreciate Ray's work on this library and will continue to sponsor him. Raylib is great for quickly banging out a prototype, but not much beyond that unless you're okay with living with severe limitations.
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.