Re: Linking a .h file
23.05.2019 13:12, infinityplusb пишет: I'm trying to use Dagon (https://github.com/gecko0307/dagon) for what I thought would be a simple enough project. Initially the one thing I needed to do was to install Nuklear and Freetype 2.8.1 `Under other OSes you have to install them manually` as I'm running on Ubuntu. I'm using dub and thought this would be a simple matter of adding some parameters to the .sdl file, however I'm finding it tricky figuring out what to add (or if I'm oversimplifying or overcomplicating things). So I've found either a .h file here (https://github.com/vurtun/nuklear) or here has something I can compile to a .so file (https://github.com/Timu5/bindbc-nuklear). However no matter where I put files or whatever dub.sdl parameters I use, I can't seem to get it to work. My current sdl looks like: name "test" description "Test" targetType "executable" dependency "dagon" version="0.10.0" libs "nuklear" platform="posix" lflags "-L/usr/local/lib/" My latest error is ``` error while loading shared libraries: libnuklear.so.4.0.2: cannot open shared object file: No such file or directory ``` If it's a simple dub config thing, can someone handhold me through what the best way to get this to work is? Otherwise which file (.h or .so) should I put where for it to get picked up? TIA bindbc-nuklear expects nuklear.so in /usr/local/lib. Or you can compile Dagon without optional libraries, using "Minimal" subconfiguration in your dub.json: "subConfigurations": { "dagon": "Minimal" } Fonts and GUI will be unavailable then. You can also use "NoNuklear" and "NoFreetype" subconfigurations.
Re: Project Highlight: Timur Gafarov
16.09.2016 18:12, c-v-i пишет: On Friday, 16 September 2016 at 12:53:44 UTC, Mike Parker wrote: What started out as a highlight of Timur's open source game, Atrium, turned into an introduction to several of his D projects. And it looks like I've managed to make this announcement without a typo in the title this week. If you notice any mistakes in the blog post, please let me know! The post: https://dlang.org/blog/2016/09/16/project-highlight-timur-gafarov/ reddit: https://www.reddit.com/r/programming/comments/531po8/from_the_d_blog_introducing_an_open_source_game/ can someone build atrium ? For all people who can't build Atrium: you either have an old source tree or trying to build one of the releases. Trunk in it's current state should compile with DMD 2.070 or LDC 1.0 - at least, under Windows and Linux, both 32 and 64 bit. Support for other OSes, configurations, compilers and DMD versions is not guaranteed.
Re: Atrium - 3D game written in D
07.11.2015 21:17, Manuel König пишет: Am Fri, 6 Nov 2015 12:04:03 +0300 schrieb Timur Gafarov <gecko0...@gmail.com>: Atrium (code name) is a work-in-progress science fiction game with physics based puzzles (gravity effects, force fields, etc) akin to Portal or Inverto. The game is fully written in D, it uses custom graphics engine based on OpenGL and SDL. Physics engine is also written from scratch. Source code: https://github.com/gecko0307/atrium IndieDB page: http://www.indiedb.com/games/atrium A precompiled demo for Windows: https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0 This looks very nice, congrats! I'm especially interested in the physics and character controller part, because I'm currently developing a character controller myself, but just a sphere character in a static triangle world for now. Finding a robust and fast sliding algorithm for sliding a sphere along triangles in a given direction seems to be the hardest part. I'm investigating two approaches, which can be simplified to: 1) move until we hit any geometry, compute new slide direction, repeat 2) move first, then project the character out of the world geometry Both approaches work reasonably well, but there are scenarios where they don't work so well (mostly pathetic scenarios). I'll definitely look how you solved the problem and maybe tinker with your physics code :) I took rather idiomatic approach: move, detect collisions, generate contact points, then solve them iteratively. Sliding is obtained somewhat automatically.
Re: Atrium - 3D game written in D
06.11.2015 12:29, stewart пишет: On Friday, 6 November 2015 at 09:04:05 UTC, Timur Gafarov wrote: Atrium (code name) is a work-in-progress science fiction game with physics based puzzles (gravity effects, force fields, etc) akin to Portal or Inverto. The game is fully written in D, it uses custom graphics engine based on OpenGL and SDL. Physics engine is also written from scratch. Source code: https://github.com/gecko0307/atrium IndieDB page: http://www.indiedb.com/games/atrium A precompiled demo for Windows: https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0 Great looking game, nice work. Are there any plans to distribute the GUI/Gfx and physics components as separate libraries? Stew They already exist as separate libs: https://github.com/gecko0307/dmech https://github.com/gecko0307/dgl DGL (graphics engine) is currently falling behind from the game and may contain bugs, but I eventually update it.
Atrium - 3D game written in D
Atrium (code name) is a work-in-progress science fiction game with physics based puzzles (gravity effects, force fields, etc) akin to Portal or Inverto. The game is fully written in D, it uses custom graphics engine based on OpenGL and SDL. Physics engine is also written from scratch. Source code: https://github.com/gecko0307/atrium IndieDB page: http://www.indiedb.com/games/atrium A precompiled demo for Windows: https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0
Re: Atrium - 3D game written in D
06.11.2015 13:51, Andrea Fontana пишет: On Friday, 6 November 2015 at 09:04:05 UTC, Timur Gafarov wrote: Atrium (code name) is a work-in-progress science fiction game with physics based puzzles (gravity effects, force fields, etc) akin to Portal or Inverto. The game is fully written in D, it uses custom graphics engine based on OpenGL and SDL. Physics engine is also written from scratch. Source code: https://github.com/gecko0307/atrium IndieDB page: http://www.indiedb.com/games/atrium A precompiled demo for Windows: https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0 Any demo for linux too? Linux demo will be available very soon.
Re: Atrium - 3D game written in D
06.11.2015 13:51, NVolcz пишет: On Friday, 6 November 2015 at 09:04:05 UTC, Timur Gafarov wrote: Atrium (code name) is a work-in-progress science fiction game with physics based puzzles (gravity effects, force fields, etc) akin to Portal or Inverto. The game is fully written in D, it uses custom graphics engine based on OpenGL and SDL. Physics engine is also written from scratch. Source code: https://github.com/gecko0307/atrium IndieDB page: http://www.indiedb.com/games/atrium A precompiled demo for Windows: https://www.dropbox.com/s/qh8gai2n94qe8jj/atrium-testbuild-051115.zip?dl=0 Very cool! How have it been to work with the GC? Reddit it! Maybe with an writeup? I tried to fully avoid GC, using my own malloc-based allocator. This lead to the fact that the code is not very D-ish, but it proves that there's perfectly possible to write real-world GC-free applications in D.
Re: Devisualization.Image
15.11.2014 07:48, Rikki Cattermole пишет: To further Devisualization, I have got the start of an image library. It should be fairly interface complete now. For this I really could use help from anyone with experience with PNG especially with Adam7 interlacing and color correction such as gamma. Currently missing an exporter. Only imports. Does not import grayscale or palleted. Goal: to act as the image representation within memory (including colors). Usage: Devisualization.Window uses it for window icon's (untested for x11 can somebody confirm this does indeed work?). Devisualization.Font heavily uses it for glyphs and the output of its rasterization. [0] https://github.com/Devisualization/image I have working PNG export in my image processing package, part of dlib: https://github.com/gecko0307/dlib There're also importers for BMP and TGA.
Re: Programming language made in D!
On 10.04.2014 04:31, Harpo wrote: Hello. Here is a programming language that is coded in D. The documentation is included in the file. It is ment to be used as a general purpose scripting language. Its name is HarpoScript. It has enough features for general purpose work at the moment, however its not exactly efficient. If you are interested check it out! Note it is only compiled for 64bit Linux. Link: http://www.mediafire.com/download/cjae0pnxmjpl7au/HarpoScriptR2.tar.gz Man, why no source code? Or, at least, API documentation or usage example?
Re: Programming language made in D!
On 10.04.2014 18:47, Harpo wrote: What do you mean? There are a couple demo programs. I also include some individual doc that explains what the different features are. The project may be creative commons at some point. Running a program is just running the executable with the program name as the parameter. I mean without source or library/API it seems no way to embed it in host application, which is the point of any scripting language.
Re: dlib - d utility library
28.09.2012 20:47, Peter Alexander пишет: On Friday, 28 September 2012 at 09:43:34 UTC, Timur Gafarov wrote: dlib is a growing collection of native D language libraries serving as a framework for various higher-level projects - such as game engines, rendering pipelines and multimedia applications. It is written in D2 and has no external external dependencies aside D's standart library, Phobos. A note on your Vector implementation. Currently you use the vector operators, e.g. Vector!(T,size) opAddAssign (Vector!(T,size) v) body { arrayof[] += v.arrayof[]; return this; } This is fine for large vectors, but (correct me if I'm wrong), your vector class appears to be designed for small vectors. Those vector ops currently call a asm optimised function that uses SIMD instructions in a loop - it works well for larger vectors with hundreds of elements, but for small vectors it's significantly faster to just use: foreach (i; 0..size) arrayof[i] += v.arrayof[i]; I've also noticed that you've provided Matrix2x2 and Matrix4x4 as separate structs from the more generic Matrix. I'm guessing this is for specialisation. A more idiomatic way to handle this would be to use template specialisation to provide the optimised versions. That way, when people use Matrix!(T, 2, 2) they get all the benefits of Matrix2x2!T as well. Thanks! I didn't realize that about vectors. I'm interested in performance optimization, so I will fix that as soon as possible. As for matrices - I used Matrix4x4 for a long time (that was just the simplest way), and recently introduced that generalized version. Eventually I will port everything into it.
dlib - d utility library
dlib is a growing collection of native D language libraries serving as a framework for various higher-level projects - such as game engines, rendering pipelines and multimedia applications. It is written in D2 and has no external external dependencies aside D's standart library, Phobos. Currently dlib contains the following packages: dlib.core - standard algorithms, data structures, useful templates, etc. dlib.functional - some functional programming idioms (HOFs, combiners, quantifiers, etc.) dlib.math - linear algebra (vectors, matrices, quaternions, etc.) dlib.geometry - computational geometry (ray casting, primitives, etc.) dlib.image - image processing (filters, color correction, graphics formats I/O, support for 8 and 16-bit RGBA buffers and floating point operations). http://code.google.com/p/dlib/