// the take
A barebones starter for raylib games in C, maintained by raylib's own author. It gives you a working multi-screen skeleton (logo, title, gameplay, options, ending) and build plumbing for Windows/Linux/macOS/Web so you can start writing game code instead of wiring up a build system.
Build setup covers four targets out of the box: Visual Studio 2022 solution, CMake, a plain Makefile, and VS Code tasks, each with matching GitHub Actions CI (build_linux.yml, build_macos.yml, build_webassembly.yml, build_windows.yml). Coming from raysan5 means the template conventions track raylib's actual API and release cadence rather than lagging behind. The screen-per-file structure (screen_logo.c, screen_title.c, screen_gameplay.c, etc.) is a sensible, minimal state-machine pattern that's easy to extend without fighting an engine abstraction.
The README ships as a literal fill-in-the-blank form with $(Game Title)-style placeholders and a disclaimer telling you to delete it yourself — there's no real documentation, just a reminder to write your own. There's no actual gameplay logic in the template, just empty screen stubs, so it teaches you almost nothing about structuring a real game beyond file naming. The Windows/VS2022 path assumes raylib's source sits as a sibling directory next to the template, which is a fragile manual setup that CMake elsewhere in the same repo doesn't need. Asset handling is a single png and wav with no guidance on packaging or loading patterns at scale, so anything beyond a jam-sized project is on you.
We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →