OCaml bindings for raylib (4.0.0), a simple and easy-to-use library to enjoy videogames programming.
The documentation can be viewed online.
The bindings are pretty faithful to the original C code, the biggest difference is the conversion of all function names from CamelCase to snake_case.
Wherever possible, integer arguments are changed to their own variant types, eg.
int key to
Bindings exist for (nearly) all functions and types, but only a subset are tested thus far (see examples folder). Rough edges are to be expected.
let setup () = Raylib.init_window 800 450 "raylib [core] example - basic window"; Raylib.set_target_fps 60 let rec loop () = match Raylib.window_should_close () with | true -> Raylib.close_window () | false -> let open Raylib in begin_drawing (); clear_background Color.raywhite; draw_text "Congrats! You created your first window!" 190 200 20 Color.lightgray; end_drawing (); loop () let () = setup () |> loop
More examples can be found in the examples folder.
Although the original raylib is written in C, most functions take their arguments by value, which maps nicely to a functional language like OCaml. In the few cases where pointers are needed for arrays (mainly the 3D part of raylib), raylib-ocaml tries to use the
CArray type of ctypes, which it also re-exports in the main
During the build of raylib-ocaml, the raylib C library is built from source, therefore its dependencies must be installed (details here).
For some distros, depexts exist (feel free to contribute depexts for missing distros) to automatically install these dependencies:
opam depext raylib
raylib-ocaml can be installed via
opam install raylib
To build the examples, make sure the raylib C submodule is available with
git submodule update --init --recursive. Then simply
inside this repo. The binaries can then be found in
In addition to raylib, there are bindings to raygui, an immediate mode gui library which complements raylib.
The documentation of the raygui bindings can be viewed online as well.
As with the raylib bindings, the bindings stick close to the C source.
An exception to this are the
*_style functions, which take a polymorphic variant.
An example can be found in
Split the library into components (core, sound, 3D, VR etc) for a smaller memory footprint