On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game
engine[1] is finally stable and ready for public use! I’m
currently the Lead Engine Programmer at Circular Studios[2]
(the group behind Dash). We had 14 people working on the team,
6 engine programmers and 8 game developers creating Spectral
Robot Task Force, a turn-based strategy game built with Dash.
Dash is an OpenGL engine written in the D language that runs on
both Windows and Linux. We use a deferred-rendering model in
the current pipeline, and a component model for game
development and logic. Other major features at the moment
include networking, skeletal-animation support, content and
configuration loading via YAML, and UI support through
Awesomium[3] (though we are in the process of moving over to
using CEF[4] itself).
Our vision for Dash is to have the programmer-facing model of
XNA/Monogame combined with the designer-friendliness of Unity
in a fully free and open source engine. We also hope that Dash
can help to prove the power and maturity of D as a language, as
well as push D to continue improving.
We’re open to any feedback you may have, or better yet, we’d
love to see pull requests for improvements.
[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/
This is all awesome. I'll have to check this out.
I hate to be the guy who says "you missed a spot," but you did
name one module in your source tree "core." You might want to
rename that to avoid issues with core modules.