Hello Fellow D Heads,

Recently, I've been working to evaluate the feasibility and reasonability of building out a binding to Cinder in D. And while it is certainly feasible to wrap Cinder, that a binding would be necessarily complex and feel very unnatural in D.

So after talking it over with Walter and Andrei, we feel that, while we like how Cinder is designed and would very much like to have something like it available in D, wrapping Cinder is not the best approach in the long-term.

With that in mind, we would like to start a discussion with interested parties about building a graphics library in the same concept as Cinder, but using an idiomatic D implementation from the ground up. Walter has suggested that we call it Aurora, and given the visual connotations associated with that name, I think it is most appropriate for this project.

I know that the community has worked through a few of the problems involved. For example, I can't remember who wrote it, but I've seen a module floating around that can create a window in a cross-platform manner, and I know Mike Parker has been heavily involved in graphics for D. And no discussion of graphics would be complete without Manu, whose input Walter, Andrei, and I would greatly appreciate.

I want to point out that while Cinder will be the design template, the goal here is to use D to it's maximum potential. I fully expect that what we end up with will be quite different than Cinder.

Due to the scope of the project I think it would be best to execute the project in stages. This will allow us to deliver useful chunks of working code to the community. Although I haven't yet heard anything on the subject, I would assume that once Aurora reaches an acceptable quality bar it would be a candidate for inclusion in Phobos, as such I would like to approach the design as if that were the end goal.

The logical phases as I can see them are as follows, but please suggest changes:

- Windowing and System Interaction (Including Keyboard/Mouse/Touch Input)
- Basic Drawing (2D Shapes, Lines, Gradients, etc)
- Image Rendering (Image Loading, Rendering, Modification, Saving, etc.)
- 3D Drawing (By far the most complex stage, so we'll leave it for last)

Here are a couple of things that Aurora is not intended to be:
- Aurora is not a high-performance game engine. The focus is on making a general purpose API that is accessible to non-graphics programmers. That said, we don't want to purposely ruin performance and any work and guidance on that aspect will be warmly welcomed. - Aurora is not a GUI library. Aurora is intended as a creative graphics programming library in the same concept as Cinder. This means that it will be much closer to game's graphics engine, in terms of design and capability, than a UI library; therefore we should approach the design from that standpoint.

My personal experience in graphics programming is almost completely with DirectX and Windows so I would be happy to work on support for that platform. However, we need to support many other platforms, and I know that there are others in the community have the skills needed, your help would be invaluable.

If you are interested in helping with a Cinder like library for D and/or have code you'd like to contribute, let's start talking and see what happens.

While I do have some ideas about how to design the library, I would rather open the floor to the community first to see what our combined intellect has to offer as I don't want to unduly influence the ideas generated here. The idea is to build the best technical graphics library that we can, not measure egos.

So with the above framework in mind, let's talk!

--
Adam Wilson
IRC: LightBender
Aurora Project Coordinator

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