Full-size demo gallery
Every example at full size, linked from the example catalog's preview thumbnails. All 119 are here.
117 are animated GIFs. Two are still frames: rectangle-advanced and rlgl-triangle draw something fixed and only move when you drive them, so a recording of either would be a valid animation of one repeated image. A still is the honest form for those two.
games (10)
asteroids
the classic vector shooter (rotate/thrust/fire)

tetris
the block-stacking puzzle (move/rotate/drop)

pong
two-paddle classic, you (W/S) vs a CPU

vampire-survivors
auto-fire survival: move, waves chase you

snake
the classic snake (arrow keys, grow, don't crash)

breakout
paddle + ball + brick grid (mouse paddle)

space-invaders
marching aliens (arrows + SPACE to shoot)

flappy-bird
flap through the pipe gaps (SPACE)

game-2048
2048: 4x4 tile-merge puzzle (arrow keys)

minesweeper
reveal/flag grid (mouse L reveal, R flag)

core (23)
basic-window
the minimal raylib window + text

input-keys
steer a ball with the arrow keys

input-mouse
a ball follows the mouse; click to recolor

input-mouse-wheel
scroll a box with the mouse wheel

camera-2d
a 2D camera over a skyline (struct-by-value)

delta-time
per-frame vs delta-time movement

scissor-test
a scissor rectangle clips a grid

basic-screen-manager
a LOGO/TITLE/GAMEPLAY/ENDING flow

random-values
a new random value every two seconds

window-letterbox
a fixed picture letterboxed into the window

window-flags
toggle vsync/resizable/topmost live

monitor-detector
every attached display, current one lit

clipboard-text
type, C copies, V pastes

input-gamepad
sticks, triggers and buttons for pad 0

input-multitouch
touch points (the mouse is point 0)

input-virtual-controls
an on-screen D-pad and action button

undo-redo
a bounded history, CTRL-Z and CTRL-Y walking it

window-should-close
SetExitKey so a close request can be answered

input-gestures
GetGestureDetected, named as they happen

random-sequence
a shuffled sequence, each height used once

camera-2d-mouse-zoom
zoom pinned to the point under the cursor

storage-values
values that survive a restart, via a file

camera-2d-platformer
five ways a camera can follow a jumping player

shapes (42)
bouncing-ball
a ball bouncing around the window

basic-shapes
shape primitives + an rlgl triangle

colors-palette
every named raylib color in a grid

gradient
a vertical two-color gradient

following-eyes
two eyes track the mouse

starfield
a twinkling starfield

logo-raylib
the raylib logo from rectangles + text

mouse-trail
a fading trail follows the cursor

recursive-tree
a binary fractal tree

math-sine-cosine
a live unit-circle trig visualization

bullet-hell
a rotating bullet spiral

triangle-strip
a rainbow strip via rlgl immediate mode

collision-area
AABB collision between two boxes

dashed-line
a dashed line follows the mouse

double-pendulum
chaotic double-pendulum motion + trail

kaleidoscope
strokes mirrored with 6-fold symmetry

hilbert-curve
a rainbow Hilbert space-filling curve

math-angle-rotation
fixed spokes + a spinning line

ball-physics
2D balls under gravity, SPACE respawns

lines-bezier
a cubic Bézier that follows the mouse

color-wheel
an HSV color wheel (rlgl triangle fan)

pie-chart
labelled pie slices via rl/sector!

splines
Catmull-Rom / Bezier / B-spline (SPACE cycles)

vector-angle
the angle between two vectors (arc + readout)

easings
a grid of balls, each on a different easing curve

penrose-tiling
a P3 Penrose rhombus tiling (deflation)

analog-clock
a live analog clock (libc local time)

digital-clock
a seven-segment HH:MM:SS clock (libc time)

ring-drawing
an animated annulus via rl/ring!

rounded-rectangle
rounded rects via sector! corners

rectangle-scaling
drag the corner handle to resize a rect

lines-drawing
a rotating fan of thick lines (line-ex!)

ellipse-collision
two ellipses reddening when they overlap

rlgl-triangle
per-vertex colour interpolated across a face

rlgl-color-wheel
a hue wheel as a triangle fan

circle-sector-drawing
a sector starved of segments

easings-rectangles
size and rotation on one easing curve

easings-ball
slide, swell and fade, one curve each

easings-box
drop, flatten, spin, grow, fade: five curves

logo-anim
the raylib logo assembling itself, unsmoothed

rectangle-advanced
per-side roundness with a horizontal gradient

easings-testbed
one curve at a time, plotted and run

text (5)
font-sizes
font sizes + MeasureText centering

writing-anim
a message types itself out

format-text
padded score + MM:SS timer readouts

words-alignment
align a word inside a box (MeasureText)

input-box
type into a text box (GetCharPressed)

3d (16)
camera-3d
an orbiting 3D camera (Camera3D by value)

waving-cubes
an NxN grid of cubes rippling in 3D

camera-3d-first-person
walk a yard of columns in first person

tesseract-view
a rotating 4D hypercube projected to 2D

wireframe-shapes
pyramid/octahedron/torus/helix in 3D lines

rlgl-solar-system
Sun/Earth/Moon via the rlgl matrix stack

box-collisions
a player cube colliding with 3D boxes

rotating-cube
a single cube spinning via the rlgl matrix stack

spinning-cubes
a row of cubes each spinning with a phase offset

orthographic-projection
perspective vs orthographic (SPACE toggles)

point-cloud
~1500 points as tiny rlgl cubes, rotating

bouncing-spheres
spheres bouncing in a 3D box (rl/sphere!)

lorenz-attractor
the Lorenz attractor traced in 3D

dna-helix
a turning double helix, coloured bases

yaw-pitch-roll
the three aircraft rotations in 3D

first-person-maze
walk a grid maze, with a minimap

generative (9)
game-of-life
Conway's Game of Life (SPACE reseeds)

boids
flocking birds (separation/alignment/cohesion)

fireworks
rockets + fading particle bursts

fourier-epicycles
rotating circles trace a square wave

spirograph
animated hypotrochoid roulette curves

l-system
an L-system fractal plant (grows + regrows)

flow-field
particles steered by a flow field (trails)

cellular-automata
Wolfram's elementary automata

clock-of-clocks
six digits spelled by a grid of clock hands

textures (4)
texture-procedural
four textures built pixel by pixel

texture-tiling
one tile repeated across the window

render-texture
a scene drawn off-screen, then reused

bunnymark
the sprite-count benchmark (click to add)

shaders (10)
julia-set
the Julia set, mouse-steered, in a shader

mandelbrot-set
the Mandelbrot set, zoomable, in a shader

raymarching
a raymarched SDF scene in a shader

rounded-rect-shader
SDF rounded rects: fill, border, shadow

palette-switch
bands recolored by an ivec3 palette

shader-hot-reload
swap and recompile the GLSL at runtime

postprocessing
post-process shaders cycled over a scene

custom-uniform
a mouse-steered swirl over a scene

texture-painting
a blank texture painted by a shader

multi-sampler
two textures blended by a second sampler
