<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Raylib on Lorbic</title><link>http://localhost:1313/tags/raylib/</link><description>Recent content in Raylib on Lorbic</description><generator>Hugo</generator><language>en</language><lastBuildDate>Sun, 09 Aug 2026 10:00:00 +0530</lastBuildDate><atom:link href="http://localhost:1313/tags/raylib/index.xml" rel="self" type="application/rss+xml"/><item><title>Part 5: From Terminal Cells to Sprite Maps: Font Fallbacks and Auto-Tiling</title><link>http://localhost:1313/autotiling-sprites-font-fallbacks-raylib/</link><pubDate>Sun, 09 Aug 2026 10:00:00 +0530</pubDate><guid>http://localhost:1313/autotiling-sprites-font-fallbacks-raylib/</guid><description>&lt;p>Building a terminal-based engine in pure ASCII looks cool for about five minutes. Then you try rendering a complex facility map with corners, T-junctions, and status icons, and raw character cells start feeling incredibly limiting.&lt;/p>
&lt;p>Two specific problems hit me immediately when I tried switching to Raylib for graphics. First, drawing wall tiles manually by hand in level files meant placing 16 different corner variations by hand. Second, when I tried rendering a 🚨 warning emoji alongside FiraCode monospace text, Raylib just rendered a missing glyph box (&lt;code>?&lt;/code> or &lt;code>□&lt;/code>).&lt;/p></description></item></channel></rss>