A collection of small C++ games and exercises built with the raylib library — likely written while following a raylib/C++ game-dev course (the -gdtv suffix on project names is consistent with GameDev.tv's C++ raylib course structure, though this hasn't been confirmed).
Status: Collection of learning projects / exercises, not a single unified game. Each subfolder is an independent, self-contained mini-project.
A minimal collision-detection demo: a falling axe vs. a stationary circle, ending in a "Game Over" message on impact. Good first exercise for learning raylib's window loop and AABB collision math.
A side-scrolling endless-runner style game. Features:
- Sprite-sheet animation via
AnimDatastruct (frame stepping, running time) - Gravity and ground detection (
isOnGround) - Parallax-style background layers (
back-buildings.png,far-buildings.png,foreground.png) - Obstacle sprite (nebula spritesheet)
A top-down action game with a small object-oriented structure:
Character/BaseCharacter— player (knight) with movement and animationEnemy— goblin and slime enemies that target the playerProp— static world objects (rock, log)- Tilemap-based world (
nature_tileset/OpenWorldMap24x24.png)
An empty raylib + VS Code project scaffold (Makefile, .vscode build/debug configs, no game code) — used as a starting point for new exercises rather than a game itself.
- Language: C++14
- Library: raylib (Makefile references raylib 3.0.0)
- Build system: GNU Make (
mingw32-makeon Windows), via the standard raylib project Makefile template - IDE: Visual Studio Code (
.vscode/configs included per project:tasks.json,launch.json,c_cpp_properties.json) - Platform: Windows-targeted as committed (
.dllfiles —libgcc_s_dw2-1.dll,libstdc++-6.dll— and MinGW toolchain paths in the Makefiles); the raylib Makefile itself also supports Linux, macOS, Raspberry Pi, and Web (Emscripten) targets.
Each subfolder builds independently. To run one, e.g. Dapper Dasher:
cd Dapper-gdtv
make PLATFORM=PLATFORM_DESKTOP
./game # or game.exe on Windows
Requires raylib installed/available at the path expected by the Makefile (RAYLIB_PATH) — see comments inside each Makefile for platform-specific setup (Windows via w64devkit, Linux via system install, etc).
Character sprites, tilesets, and textures (e.g. characters/, nature_tileset/, textures/) are not original artwork created for this repo — they appear to be sourced from third-party asset packs, likely provided alongside whatever course or tutorial these exercises follow. Before treating this repo as freely reusable/forkable in full:
- Confirm the license terms of whichever course/asset source these sprites came from (similar caution as with the DungeonMobile repo's Filebase assets) — course-provided asset packs often restrict redistribution of the raw files outside the course context.
- The C++ source code you wrote yourself (
.cpp/.hfiles) is a separate matter from the bundled art/texture files — the two should be treated under different terms if you formalize licensing further.
This repository already includes a root-level LICENSE file (GNU GPL v3.0). Note this applies to the source code; see the "Assets" section above regarding the bundled sprites/textures.