Up to now I was able to compile just "First Triangle example"
https://www.dropbox.com/sh/myem3g69qjyo58v/AABZuvwuRDpnskhEC4AAK5AVa?dl=
Why not start with that, then, and expand it until it has
everything you need?
If it helps, the basic gl startup code for my engine is at
http://ix.io/1Z2X/d and http://ix.io/1Z2Y/d (engine is
closed-source, but feel free to steal that part for w/e you
want). Obviously depends on a bunch of other infrastructure, but
should be enough to get the idea. In the second link, you
probably only want the constructor; everything else is irrelevant
windowing stuff or boilerplate.
I guess I'm mostly confused as to what your roadblock is: once
you've imported derelict.opengl, you have all the same opengl
functions as you would have in c++; once you've imported
derelict.sdl, you have all the same sdl functions as in c++. The
only thing I can think of aside from that is math or gui
libs--but in your c++ engine, it looks like you implemented those
from scratch.
By the way, I recommend using bindbc (https://github.com/bindbc)
wrappers over derelict ones, if available, because mike isn't
really maintaining derelict anymore. He was pretty much the sole
maintainer. I'm currently using a weird branch of derelictsdl
for vulkan support, and a custom version of derelictassimp so it
doesn't break.
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