Demo gallery
Every game the course has you build, running from this repo's own exercises/ code on its own vendored raylib engine. Nothing here is borrowed from the sibling raylib suites: these are the programs you end up with if you work through the lessons.
Every GIF is committed. Maintainers regenerate them with bb record, which drives screen-grab from scripts/demo_manifest.edn โ that file also holds the per-game capture settings and input timelines.
๐ Phase 1 โ Foundations
Bouncing ball
The first thing that moves: one ball, one velocity vector, walls that flip its sign. Lesson

Following eyes
Reading input every frame โ two eyes that track the real mouse cursor. Lesson

๐น๏ธ Phase 2 โ Arcade Classics
Lesson 1 โ Pong
W/S move your paddle, the right one is a tracking AI. Lesson

Lesson 2 โ Breakout
A brick grid as data, cleared one collision at a time. Lesson

Short on purpose. Breakout's paddle reads a held key, which the capture tool cannot synthesise โ it can only tap โ so the recorded ball always gets past the paddle. The clip loops on the fall rather than sitting on a frozen board. Played by hand it rallies fine.
Lesson 3 โ Snake
The whole snake is a vector of cells; growing is a conj. Lesson

Lesson 4 โ Space Invaders
A marching enemy formation, one bullet in flight at a time. Lesson

Lesson 5 โ Tetris
Pieces as offset vectors, rotation as a coordinate transform. Lesson

Lesson 6 โ Flappy Bird
A title/playing/over state machine driven by a single key. Lesson
