A modern C++ game development starter kit built with Raylib, featuring scene management, built-in utilities, and minimal boilerplate.
"Build. Play. Iterate."
- Zero setup friction — clone and build
- Cross-platform: Windows / macOS / Linux
- CMake build system with Ninja and CMakePresets
- Raylib 6.0 via FetchContent
- physfs asset bundling — assets packed into a
.pckfile for release - Scene management system with lifecycle hooks
- Asset manager with debug/release path abstraction and user data storage
- FastNoiseLite procedural noise generation
- ImGui (rlImGui) debugging UI integrated
- Optional Steamworks SDK integration
- CI/CD via GitHub Actions (Ubuntu and Windows)
- Compile commands export for IDE support (LSP/clangd)
raykit-cpp/
├── assets/ # Textures, audio, and other media resources
├── cmake/ # Platform-specific toolchain files
├── src/
│ ├── main.cpp
│ ├── game/ # Your game-specific code and scenes
│ └── raykit/ # Reusable framework
│ ├── assets/ # AssetManager (physfs-backed asset loading & user data)
│ ├── scene/ # Scene and SceneManager
│ └── noise/ # FastNoiseLite header
├── vendor/
│ └── imgui/ # rlImGui integration
├── CMakeLists.txt
├── CMakePresets.json
├── Makefile
└── make.bat
- CMake >= 3.25
- A C++20-capable compiler (GCC, Clang, or MinGW)
- Ninja build system
# macOS / Linux
make build PRESET=desktop-debug
# Windows
.\make.bat build PRESET=desktop-debugThe executable is placed in bin/{platform}-{build_type}/:
./bin/desktop-debug/raykit-cppmake build PRESET=<preset> # Configure and build
make configure PRESET=<preset> # Configure only
make clean PRESET=<preset> # Clean build artifacts
make rebuild PRESET=<preset> # Clean, configure, and rebuildAvailable presets: desktop-debug / desktop-release
class MyScene : public Scene {
void on_compose() override { /* load resources */ }
void on_dispose() override { /* unload resources */ }
void on_update(float delta) override { /* update logic */ }
void on_draw() override { /* render */ }
};
SceneManager::add_scene("MY_SCENE", std::make_unique<MyScene>());
SceneManager::change_scene("MY_SCENE");SceneManager calls on_dispose on the outgoing scene and on_compose on the incoming scene automatically.
AssetManager abstracts asset loading across debug and release builds using physfs. In debug, assets are read directly from the source tree. In release, they are loaded from a bundled raykit-cpp.pck file (ZIP format) copied next to the executable.
// Initialize at startup
AssetManager::set_project_name("MyGame");
AssetManager::compose();
// Load assets
Texture2D tex = AssetManager::read_texture("textures/bricks.png");
std::string data = AssetManager::read_text("data/config.json");
// User data (save files, settings)
AssetManager::write_text("user://saves/slot1.dat", contents);
// Cleanup
AssetManager::dispose();Path protocols:
assets://path/fileor plainpath/file— bundled assetsuser://path/file— platform user data directory:- Windows:
%APPDATA%/<project>/ - macOS:
~/Library/Application Support/<project>/ - Linux:
$XDG_DATA_HOME/<project>/or~/.local/share/<project>/
- Windows:
Header-only procedural noise for terrain, textures, and more. See FastNoiseLite.hpp for usage.
- Download the Steamworks SDK
- Extract it to
vendor/steamworks/ - The build system detects it automatically and defines
USE_STEAMWORKS
If the SDK is not present, the project builds without Steamworks support.
- Debug: Assets read from
assets/in the source tree;RAYKIT_DEBUG_MODEdefined; debug symbols enabled - Release: Assets bundled into
raykit-cpp.pckbeside the executable;RAYKIT_RELEASE_MODEdefined; optimizations enabled
See LICENSE for details.