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raysan5

raylib is not an engine. It's a quite low level library intended to enjoy coding, probably better small games. You can use for a big project but it lacks lots of required elements that engines have, to name some: Screen Manager, Content Manager, Objects Manager. In any case, you can test it and evaluate if it could fit your needs.
Web examples are not updated, still using raylib 1.8. But all should work on any browser, which ones fail on Firefox?
Sorry, no iOS support, it can be ported but I don't have an iOS or a MAC. raylib is plain C and uses OpenGL, lately Apple ecosystem doesn't like those techs.
Hey, yeah, actually there have been a couple of issues about it... Using a busy wait loop is the only way to keep a quite stable timming measure, depending on OS, clock granularity could be up to 10 ms (despite raylib tries to enable a hi-res clock with granularity of 1ms), it means, some undesired timming issues...

In any case, you can just comment that line in src/config.h (or even uncomment SUPPORT_EVENTS_WAITING) and recompile the lib. raylib has been designed with customization in mind.

Sorry, already working on an updated web.
yes, emscriptem, compiled to WASM... but current web examples are still asm.js. Web needs some update...
Actually cheatsheet is a bit outdated, raylib is growing fast, several functions have been added in latest version 2.4-dev, you can check current API directly in raylib.h: https://github.com/raysan5/raylib/blob/master/src/raylib.h
yes, actually there are bindings to +15 languages, here it is a list: https://github.com/raysan5/raylib/blob/master/CONTRIBUTING.m...