Snake Rewind: Building a Retro Snake Game in C with Raylib

Follow along as we rebuild the classic Snake game but with a retro twist. In this series we're coding Snake Rewind from scratch in C using Raylib, layering on everything from pixel perfect visuals to clone enemies, cinematic shaders and juicy arcade feedback.

Curated by: Let's Reinvent the Wheel (8 videos)


Currently Playing: Shine On: Adding a Bloom/Glow Shader [Snake Rewind Ep 7]

✨ In Episode 7 of *Snake Rewind* we dive into post processing and implement a glowing *bloom shader* to give our game a punchy cinematic look. We take inspiration from an article from https://learnopengl.com and implement it in Raylib using a multi pass blur pipeline. The result? Glowing food, radiant UI and a pixel perfect retro vibe. 🎮 What we cover: - Creating a brightness threshold pass - Applying multi pass Gaussian blur (horizontal and vertical passes) - Compositing blurred highlights with additive blending - Using multiple `RenderTexture2D` targets for clean post processing - Controlling bloom strength and softness This effect gives the game visual depth and polish while keeping the aesthetic crisp and retro. 📺 Full Snake Rewind Series Playlist: https://www.youtube.com/playlist?list=PLI7p1zrAYQeUb67kPtsyduLk1aJChzIQZ 📖 Companion Blog Post: https://letsreinventthewheel.github.io/blog/snake-rewind-ep7/ 🧠 Source code: https://github.com/letsreinventthewheel/snake-rewind Snake Rewind isn't just a remake. It is Snake with a twist: - 🐍 Clone snakes that retrace your path - ✨ Retro shaders: bloom, scanlines, chromasep - 🎮 Reactive UI, game feel, and juicy feedback - 🎧 Music and SFX polish (hopefully we can find free sounds) 💬 Got questions? Drop a comment. 👍 Like what you see? Hit the like button. 📌 Want more projects like this? Subscribe and stay tuned... 00:00 Intro / goals of the episode 00:25 LearnOpenGL article about Bloom effect 02:05 Introducing new framebuffer 04:41 Flip framebuffer Y axis when drawing the texture 05:42 Threshold shader 13:10 Blur shader 23:50 Multi pass blur 25:42 Blending framebuffers 30:41 Stronger glow effect 32:32 Showing FPS #shaders #raylib #coding #programming #gamedev #postprocessing


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