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Oh and I completely forgot to mention that I am working on a D version of the spine runtime (http://esotericsoftware.com/). If you haven't heard of it it is a 2D skeletal animation tool that exports to bin or json(other formats too). And there are many runtime libraries for many languages(currently no D support) and popular game engines. Although the tool isn't free ($70), it helps development A LOT. However the 'format' is open, so one could write his own editor/exporter. Runtimes are usually split up in two - engine and renderer. The engine part is language-specific (for example C#) and it only parses the data into appropriate structires that the renderer will use later. The renderer part is gameengine-specific (for example Unity, XNA, MonoGame for C#) and uses the engine part's source. Then the renderer part just implements one or two classes that do the actual rendering and logic updates that are engine-specific.

And yeah, I decided to make a D runtime for spine:

https://github.com/nikibobi/spine-d - engine part (pure D)
https://github.com/nikibobi/spine-dsfml - renderer part (D + DSFML)

Also I forgot to mention that aubade made an separate repository for SFML extensions ported to D like sfMod and sfMidi

https://github.com/aubade/dsfml-contrib

Also about your original post you mentioned SFML-D and if you have looked the original SFML site's bindings page(http://www.sfml-dev.org/download/bindings.php) it is indicated that SFML-D is inactive. And there is Jebbs DSFML marked as active along with Direlict 3

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