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raysan5/raylib

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Cached analysis
cached 2026-03-30T16:02:17.119Z
1mo ago

raysan5/raylib

raylib is a widely used C99 game-programming library focused on simplicity and low friction. It has strong fork activity, a large star count, active recent commits, and broad platform support, so it is likely interesting if you care about graphics/game tooling, education, prototyping, or embedded/HTML5 targets.

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Stars31,800
Forks2,997
Default branchmaster
Last pushed2026-03-30T09:00:42Z
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Choose this fork if Nintendo Switch is a primary target. It appears actively maintained and meaningfully extends raylib with NX-specific platform, audio, USB, build, and example support, but it is not a drop-in substitute for staying close to upstream because it is significantly specialized and somewhat behind.

Choose this fork if Nintendo-system support is the goal and you are comfortable inheriting a heavily diverged, stale codebase. Choose upstream raylib if you need current fixes, broader platform support, or lower maintenance risk.

Choose this fork if your priority is iOS-specific raylib development with Xcode 26 and ANGLE already wired in. Stick with upstream if you need the broadest, freshest cross-platform raylib baseline and do not want to carry mobile-specific fork maintenance.

Adopt this only if you specifically need this downstream branch name or its ecosystem context; otherwise upstream raylib is the safer default because this fork shows no concrete feature additions and is 27 commits behind.

Choose this fork only if its custom dependency stack or content/workflow changes directly match your project. If you want the broadest compatibility, freshest fixes, and easiest path to upstream examples and documentation, upstream raylib is the safer default.

Choose this fork only if multi-window support is a core requirement. For normal raylib use, upstream is safer and better maintained; this branch is for users willing to accept experimental behavior and extra merge burden in exchange for multi-context capabilities.

Choose this fork if your target is PS3 homebrew and you need raylib adapted to that environment. Do not choose it as a general-purpose raylib baseline unless you are prepared to absorb significant upstream drift and platform-specific maintenance.

Choose this fork only if its added bindings and custom dependency/workflow changes are the point. For most adopters, upstream raylib is the safer default because this fork is materially diverged, stale, and likely to be harder to maintain or upgrade.

Choose this fork only if you want its specific experimental changes and are prepared to own maintenance. For most adopters, upstream raylib is the safer default because this fork is stale, materially behind, and has removed at least one upstream integration path.

Choose this fork if you need comma.ai’s platform-specific behavior and are willing to live with substantial divergence from upstream. Stick with upstream raylib if you want the widest compatibility, the cleanest example set, and the easiest path for general game or graphics development.