Re: Dash: An Open Source Game Engine in D
On 19/05/14 21:50, 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. This looks awesome :), but no support for OS X :(. What system is used to render windows, custom or something like SDL? -- /Jacob Carlborg
Re: Dash: An Open Source Game Engine in D
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/ seems you've made /r/gamedev community happy :) thanks for the hard work and wish you all the best.
Re: Dash: An Open Source Game Engine in D
Wow, good stuff, very impressive, I'm making a engine myself called Breaker Engine (Coded in D), and I might just have to take a few tips from your engine. Although I've neglected it for about 2 months now lol, I've been gathering data as my math is not so good.. If anything I make in my engine just happens to be anything I can apply to your team's engine, I'll be sure to contribute. :) Seeing as how you're using a component system.. It's probably just coincidental, but would your project happen to have any relation to BennyQBD's engine? (https://github.com/BennyQBD/3DEngineCpp) Also, I may have skipped over it in this thread, but what was your experience with the D GC in your engine? Was it a problem? Anyway, again, good work, I look forward to our future relationship as D game engine developers. :)
Re: Dash: An Open Source Game Engine in D
On 20/05/2014 2:21 p.m., Colden Cullen wrote: On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote: Awesome to see! Will be looking forward to what ever you guys get up to. Only thing I can suggest, is get UML diagrams ext. Up on docs. Says the author of Duml :) It's definitely something I want to do, I just haven't gotten the chance yet. Selfish promotion ;) But yes, for this type of thing it definitely does give confidence to new users that they can see this type of thing. And hey, when its practically free(work wise) why not?
Re: Dash: An Open Source Game Engine in D
On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote: Awesome to see! Will be looking forward to what ever you guys get up to. Only thing I can suggest, is get UML diagrams ext. Up on docs. Says the author of Duml :) It's definitely something I want to do, I just haven't gotten the chance yet.
Re: Dash: An Open Source Game Engine in D
On 20/05/2014 7:50 a.m., 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/ Awesome to see! Will be looking forward to what ever you guys get up to. Only thing I can suggest, is get UML diagrams ext. Up on docs.
TweetNaCl port
this is quick-and-dirty port of TweetNaCl to D. it's not a proper 'D rewrite' of TweetNaCl, it still shows it's C roots, but it works. and it has test suite and ddoc which original TweetNaCl lacks. WARNING! API is subject to change. but you can take the current version and use it as-is if the current API is ok for you. http://repo.or.cz/w/tweetnacl.d.git p.s. somehow i have feeling that somebody already did that and i failed my google-foo again.
Re: LDC 0.13.0 beta 1 released!
On Sunday, 18 May 2014 at 13:18:51 UTC, David Nadlinger wrote: On Sunday, 18 May 2014 at 11:58:20 UTC, bioinfornatics wrote: Woa uOuh shared lib support added :-) I love you Unfortunately building Phobos as a shared library is not quite supported yet. I added the technical underpinnings for it, but we still need somebody to go through and acutely actually test the feature resp. fix any remaining issues. David Ok no problem ldc 0.13 beta puh on rawhide branch (fedora dev) with a rebuild for each D apps/libs
Re: Dash: An Open Source Game Engine in D
On 05/19/2014 03:50 PM, 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/ Congratulations on the release, guys! -- Matt Soucy http://msoucy.me/
Re: Gearing up for DConf 2014
On 5/19/2014 1:54 PM, Brian Schott wrote: On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer wrote: Would it be possible to have a separate space on the nametags for "handles"? -Steve Hello, my name is INIGO MONTOYA YOU KILLED MY FATHER, PREPARE TO DIE All of that on a name tag? Inconceivable!
Re: Gearing up for DConf 2014
On 5/19/2014 1:48 PM, Leandro Lucarella wrote: I think you should produce a video at the conferee with all the attendants wearing a Walter Bright mask and simulating a Q&A section all saying "walter bright" all the time. THAT MUST HAPPEN We keep you alive to serve this ship http://www.youtube.com/watch?feature=player_detailpage&v=OX6v4W71hrE#t=78 so row well, and live!
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Andrej Mitrovic wrote: > Excellent. Expect the port to be done within a day or two. I just have > some runtime bugs to squash. In the meantime here's a teaser: http://i.imgur.com/HQSNhO2.png The test-suite uses IMGUI which I've recently ported to D as well, so you can use it right away: https://github.com/d-gamedev-team/dimgui http://code.dlang.org/packages/dimgui
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 21:28:45 UTC, ponce wrote: This might be of interest then: https://github.com/MeinMein/BulletD That's pretty cool! It doesn't appear (from the wording, at least) to be incredibly stable, but it certainly seems like a good start. I'll do some more research into it.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Kiith-Sa via Digitalmars-d-announce wrote: > Box2D would be awesome. I'm about to start a project that would > greatly benefit from good 2D physics (I used simple AABB till now > simply because physics is too much of a PITA) Excellent. Expect the port to be done within a day or two. I just have some runtime bugs to squash. > How do you port 20kloc in 2 days? Past experience helps I guess. I ported Chipmunk (10K) mostly over night. I've ported lots of codebases already, so this has become sort of a second-nature to me. :P
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 21:00:37 UTC, Colden Cullen wrote: As far as bullet goes, that would be amazing, but definitely no small undertaking. We talked about it internally, but decided it wasn't worth the time for just trying to get Dash off the ground. You should know, though, that if you do it, you'll have at least one user :) This might be of interest then: https://github.com/MeinMein/BulletD
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 21:19:12 UTC, Kiith-Sa wrote: Is performance not a problem so far? I did avoid unnecessary allocations but it still does use the GC quite a bit (I plan to eventually change that and add some other optimizations but I'd like std.allocator to be in phobos first and I didn't find it too slow for my own projects yet). No, not at all. Aside from the debug-only auto reloads, which only reload changed files, we only read from the YAML at initialization, which we haven't even thought about optimizing yet. So the short answer is no, it's been plenty fast.
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 21:10:02 UTC, Colden Cullen wrote: On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote: Box2D would be awesome. I'm about to start a project that would greatly benefit from good 2D physics (I used simple AABB till now simply because physics is too much of a PITA) How do you port 20kloc in 2 days? D:YAML took me months (although it was python w/ some dynamic classes) Oh you made D:YAML? I personally would like to thank you for providing us with an awesome library which we use for all non-art data loading. It's been really good to us. Is performance not a problem so far? I did avoid unnecessary allocations but it still does use the GC quite a bit (I plan to eventually change that and add some other optimizations but I'd like std.allocator to be in phobos first and I didn't find it too slow for my own projects yet).
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote: Box2D would be awesome. I'm about to start a project that would greatly benefit from good 2D physics (I used simple AABB till now simply because physics is too much of a PITA) How do you port 20kloc in 2 days? D:YAML took me months (although it was python w/ some dynamic classes) Oh you made D:YAML? I personally would like to thank you for providing us with an awesome library which we use for all non-art data loading. It's been really good to us.
Re: Gearing up for DConf 2014
Steven Schveighoffer, el 19 de May a las 15:27 me escribiste: > On Mon, 19 May 2014 15:16:20 -0400, Walter Bright > wrote: > > >On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote: > >>"Walter Bright" > >>"a.k.a. Walter Bright" > > > >That just caused a stack overflow in my brain. Had to reboot it. > > http://www.criticalcommons.org/Members/ccManager/clips/malkovichFeedbackLoop.mp4/view I think you should produce a video at the conferee with all the attendants wearing a Walter Bright mask and simulating a Q&A section all saying "walter bright" all the time. THAT MUST HAPPEN -- Leandro Lucarella (AKA luca) http://llucax.com.ar/ -- In 1995 a Japanese trawler sank, because a Russian cargo plane dropped a living cow from 30,000 feet
Re: Dash: An Open Source Game Engine in D
On Monday, 19 May 2014 at 21:01:57 UTC, w0rp wrote: 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. You're definitely right about the "core" naming, but my plan is to just qualify everything with a "dash" package instead, to make it super clear everywhere what's being imported.
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 20:44:59 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote: On 5/19/14, Colden Cullen via Digitalmars-d-announce wrote: This is such a great effort to see! I'm liking the enthusiasm! Btw, I'm currently porting the Box2D physics engine to D. I've already ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it has continuous collision detection which allows bullet-style physics without worry about physical shapes "disappearing from the screen". Box2D is also a C++ library, whereas Chipmunk is a C library. I'm close to being done. I have some debugging to do and the complete test-suite is almost entirely ported. Box2D would be awesome. I'm about to start a project that would greatly benefit from good 2D physics (I used simple AABB till now simply because physics is too much of a PITA) How do you port 20kloc in 2 days? D:YAML took me months (although it was python w/ some dynamic classes)
Re: Dash: An Open Source Game Engine in D
On Monday, 19 May 2014 at 21:05:01 UTC, Daniel Jost wrote: On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote: For now all criticism I can give is that http://dash.circularstudios.com/v1.0/docs is completely useless with NoScript. At least put a warning for NoScript users. We'll be switching off of readme.io to homebrew docs[1] hosted on Github. [1] https://github.com/Circular-Studios/Dash-Docs This is super super not ready yet though, unfortunately. It will be our focus (or mine, at least) for then next few weeks.
Re: OpenGL Examples in D and a birth of a New Initiative
On Monday, 19 May 2014 at 20:46:43 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote: On 5/19/14, Andrej Mitrovic wrote: Btw, I'm currently porting the Box2D physics engine to D. For a second there I thought Dash was a 2D game engine, but it's a 3D one, which is awesome! 2D physics can still be used with 3D graphics to some great effect. But ultimately I would really want us to have a 3D physics engine. I've been eyeing the Bullet physics engine. There have been several attempts at writing bindings, but I think we (s/we/I) should make a port instead. It will definitely take some work though. Porting Box2D took me personally about two days of work (~20Kloc C++ codebase), Bullet is ~150Kloc, but using things like regex for conversion wouldn't scale here. Using a modified parser such as Daniel Murphy's magicport or a C++ parser based on DScanner would probably work. Anyway, I'm just rumbling out loud here to some of my future plans. All of this will likely take a longer initial delay because I'm relocating soon, so things will be hectic. :) Good to hear about Box2D! We just had someone approach us about using our engine for a 2D physics based game, so we'll definitely point him in your direction. As far as bullet goes, that would be amazing, but definitely no small undertaking. We talked about it internally, but decided it wasn't worth the time for just trying to get Dash off the ground. You should know, though, that if you do it, you'll have at least one user :)
Re: Dash: An Open Source Game Engine in D
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.
Re: Dash: An Open Source Game Engine in D
On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote: For now all criticism I can give is that http://dash.circularstudios.com/v1.0/docs is completely useless with NoScript. At least put a warning for NoScript users. We'll be switching off of readme.io to homebrew docs[1] hosted on Github. [1] https://github.com/Circular-Studios/Dash-Docs
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Ben Boeckel via Digitalmars-d-announce wrote: > Derelict has a module[1] for ODE[2]. I've heard about ODE but I'm not sure about the state it's in these days. Bullet seems to be the place of active development. I've yet to try it though so I can't really give a proper review.
Re: Dash: An Open Source Game Engine in D
On 5/19/2014 1:55 PM, Colden Cullen wrote: Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've gotten some good D-related questions. [1] http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv [2] http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/ Wonderful!
Re: Dash: An Open Source Game Engine in D
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/ Looks awesome. Don't have time now (finals) but will check it out later. (I'm developing my own gamedev related... stuff so I'm unlikely to be a user but looks like it might finally be something a new user can pick up right away and just start making a game in D) For now all criticism I can give is that http://dash.circularstudios.com/v1.0/docs is completely useless with NoScript. At least put a warning for NoScript users.
Re: Dash: An Open Source Game Engine in D
On Monday, 19 May 2014 at 20:52:04 UTC, Walter Bright wrote: On 5/19/2014 12:50 PM, Colden Cullen wrote: I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/ I recommend posting your message text on Reddit, as that will generate more interest than just a link. Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've gotten some good D-related questions. [1] http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv [2] http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/
Re: Dash: An Open Source Game Engine in D
On Monday, 19 May 2014 at 20:45:51 UTC, Justin Whear wrote: Very exciting! Thank for the very liberal license; this is a great contribution to the community. I know you guys are probably crunching on the million things that stand between alpha and release, but when you have time, a series of blog posts or articles would be awesome. Topics such as your usage of mixins and your experience with the GC would be great and speak to the advantages of using D. BTW, The "Setting up Your Environment page" link on the main repo page (the README) is broken. Justin Thanks! We're super excited. We wanted to make sure that anyone could do anything with it, hence the license. We're also all huge open source geeks, with no business people to tell us no :) We are super busy, but we've also been trying to blog as much as we can. Myself[1] and one of my teammates[2] have been blogging a little (although I should warn you, there is some cruft from a class we took requiring posts for other stuff). We do really want to get some more stuff on paper, though. If you've got any ideas for stuff you want to read, suggestions are absolutely welcome! Also, thanks for the heads up, I just fixed the link. [1] http://blog.coldencullen.com/ [2] http://blog.danieljost.com/
Re: Dash: An Open Source Game Engine in D
On 5/19/2014 12:50 PM, Colden Cullen wrote: I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/ I recommend posting your message text on Reddit, as that will generate more interest than just a link.
Re: OpenGL Examples in D and a birth of a New Initiative
On Mon, May 19, 2014 at 22:46:33 +0200, Andrej Mitrovic via Digitalmars-d-announce wrote: > For a second there I thought Dash was a 2D game engine, but it's a 3D > one, which is awesome! 2D physics can still be used with 3D graphics > to some great effect. But ultimately I would really want us to have a > 3D physics engine. Derelict has a module[1] for ODE[2]. --Ben [1]https://github.com/DerelictOrg/DerelictODE [2]http://www.ode.org/
Re: Dash: An Open Source Game Engine in D
On Mon, 19 May 2014 19:50:35 +, 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/ Very exciting! Thank for the very liberal license; this is a great contribution to the community. I know you guys are probably crunching on the million things that stand between alpha and release, but when you have time, a series of blog posts or articles would be awesome. Topics such as your usage of mixins and your experience with the GC would be great and speak to the advantages of using D. BTW, The "Setting up Your Environment page" link on the main repo page (the README) is broken. Justin
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Andrej Mitrovic wrote: > Btw, I'm currently porting the Box2D physics engine to D. For a second there I thought Dash was a 2D game engine, but it's a 3D one, which is awesome! 2D physics can still be used with 3D graphics to some great effect. But ultimately I would really want us to have a 3D physics engine. I've been eyeing the Bullet physics engine. There have been several attempts at writing bindings, but I think we (s/we/I) should make a port instead. It will definitely take some work though. Porting Box2D took me personally about two days of work (~20Kloc C++ codebase), Bullet is ~150Kloc, but using things like regex for conversion wouldn't scale here. Using a modified parser such as Daniel Murphy's magicport or a C++ parser based on DScanner would probably work. Anyway, I'm just rumbling out loud here to some of my future plans. All of this will likely take a longer initial delay because I'm relocating soon, so things will be hectic. :)
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Colden Cullen via Digitalmars-d-announce wrote: > This is such a great effort to see! I'm liking the enthusiasm! Btw, I'm currently porting the Box2D physics engine to D. I've already ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it has continuous collision detection which allows bullet-style physics without worry about physical shapes "disappearing from the screen". Box2D is also a C++ library, whereas Chipmunk is a C library. I'm close to being done. I have some debugging to do and the complete test-suite is almost entirely ported.
Re: OpenGL Examples in D and a birth of a New Initiative
This is such a great effort to see! I’m currently the lead engine programmer at Circular Studios[1], working on the Dash Engine[2]. I just posted some more info about us in D.announce[3]. I think that gfm is super cool, and I can totally see us starting to use that for object oriented wrappers around stuff we’re currently using (FreeImage, AssImp, OpenGL, etc.). We’re definitely interested in contributing anything we can going forward. [1] http://circularstudios.com/ [2] http://github.com/Circular-Studios/Dash [3] http://forum.dlang.org/thread/qnaqymkehjvopwxwv...@forum.dlang.org
Dash: An Open Source Game Engine in D
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/
Re: Gearing up for DConf 2014
On Mon, 19 May 2014 15:16:20 -0400, Walter Bright wrote: On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote: "Walter Bright" "a.k.a. Walter Bright" That just caused a stack overflow in my brain. Had to reboot it. http://www.criticalcommons.org/Members/ccManager/clips/malkovichFeedbackLoop.mp4/view -Steve
Re: Gearing up for DConf 2014
On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote: "Walter Bright" "a.k.a. Walter Bright" That just caused a stack overflow in my brain. Had to reboot it.
Re: 10 Years of Derelict
Congratulations! On Thursday, 15 May 2014 at 15:02:33 UTC, Mike Parker wrote: I managed to let this little anniversary slip by me. My first post in the old Derelict forum at DSource[1] is dated May 6, 2004, my initial commit to svn[2] was May 7, and my announcement in the newsgroup[3] was on May 8. My attention to the project has waxed and waned, but I'm still puttering along. I expect to continue for the forseeable future. There have been a number of contributors over the years who have helped out in porting to Linux and Mac, fixing bugs, and keeping the bindings up to date. It's been very much a community project, which has made it more enjoyable to work on. It helps that it isn't difficult to maintain :) Maybe before the next decade goes by I'll actually finish a game in D, which is the reason I started Derelict in the first place. For those who don't know, the current iteration of Derelict can be found at the DerelictOrg group at github[4]. I've still got work to do on it (ahem, documentation), but it's coming along. [1] http://www.dsource.org/forums/viewtopic.php?t=105 [2] http://www.dsource.org/projects/derelict/changeset/5/ [3] http://forum.dlang.org/thread/c7hl51$2k4u$1...@digitaldaemon.com [4] https://github.com/DerelictOrg
Re: Regal: An SQL relational algebra builder
On 2014-05-19 16:45, Dylan Knutson wrote: I've played around with making things structs a bit more, and have modified regal to have Table and Sql be structs (by having Sql and the generic Node class wrapped in a tagged union). Making Table a struct was just a matter of putting some common methods in a template mixin, and mixin'ing that where appropriate. New version is at ~master on github and code.dlang.org Cool. -- /Jacob Carlborg
Re: Gearing up for DConf 2014
On 5/19/14, Brian Schott via Digitalmars-d-announce wrote: > On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer > wrote: >> Would it be possible to have a separate space on the nametags >> for "handles"? >> >> -Steve > > snip It's going to be funny seeing: "Walter Bright" "a.k.a. Walter Bright" On a related note, when I was a youngen and was just discovering internet chat my nickname was... wait for it... "the_andrej". And believe it or not, there was a chatters hangout in real-life once and I actually wore this name tag. It was a proper metal tag with embedded (carved out) letters too. Good times..
Re: Gearing up for DConf 2014
On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer wrote: Would it be possible to have a separate space on the nametags for "handles"? -Steve Hello, my name is INIGO MONTOYA YOU KILLED MY FATHER, PREPARE TO DIE
Re: Gearing up for DConf 2014
On 5/19/14, 9:24 AM, Atila Neves wrote: Any specific instructions for the speakers, are people meeting up in the Aloft beforehand somewhere, or do I just turn up to Facebook, say "DConf" and it'll be fine? Please drive to Facebook's address (1 Hacker Way, Menlo Park, CA 94025). Once you turn to campus, follow signs to Building 15. Once at the building entrance, go to the folks at security and say "DConf 2014". You'll sign a standard NDA to enter the campus. A person will accompany you to the conference room. Andrei
Re: Gearing up for DConf 2014
On Mon, 19 May 2014 12:24:59 -0400, Atila Neves wrote: Any specific instructions for the speakers, are people meeting up in the Aloft beforehand somewhere, or do I just turn up to Facebook, say "DConf" and it'll be fine? You didn't get your all-access backstage pass yet? Mine came 2 weeks ago. You should probably email Andrei. On a serious note, I remember last year there was an interesting disconnect between people's real names and their "online" names. I spoke with numerous people for quite a while before I realized who they really are (I'm looking at you, deadalnix) Would it be possible to have a separate space on the nametags for "handles"? -Steve
Re: Gearing up for DConf 2014
On 5/19/14, Atila Neves via Digitalmars-d-announce wrote: > Any specific instructions for the speakers, are people meeting up > in the Aloft beforehand somewhere, or do I just turn up to > Facebook, say "DConf" and it'll be fine? You need to say the secret keyword at the door. Or alternatively bring doughnuts (in the D shape).
Re: Gearing up for DConf 2014
On Monday, 19 May 2014 at 16:25:01 UTC, Atila Neves wrote: Any specific instructions for the speakers, are people meeting up in the Aloft beforehand somewhere, or do I just turn up to Facebook, say "DConf" and it'll be fine? +1 especially since I'll probably be coming in somewhat late (likely about 10:00ish) on Friday
Re: Gearing up for DConf 2014
Any specific instructions for the speakers, are people meeting up in the Aloft beforehand somewhere, or do I just turn up to Facebook, say "DConf" and it'll be fine? Atila On Friday, 16 May 2014 at 17:16:57 UTC, Andrei Alexandrescu wrote: We're stoked about DConf 2014! 54 visitors will be joined by 10 Facebook engineers for a great three-day event. James Pearce (https://twitter.com/jamespearce), Facebook's Open Source representative, graciously accepted to emcee the conference. We have secured livestreaming of the entire event. I'll be glad to take questions on Twitter in real time during my keynote, Wendnesday May 21, 9:00-10:00 AM PST. Send your questions to @D_Programming with hashtag #dconf. Tolga Cakiroglu put together a beautiful T-shirt design - even our recruiters and the folks at the printing company were impressed. We're also happy to announce that Facebook will throw a Happy Hour with food and drinks on Thursday, May 22, between 5:30 and 7:30 PM. We haven't yet filled the Lightning Talks (http://dconf.org/2014/talks/lightning.html), please send me a note if you're interested in talking for 5-10 minutes on anything you believe is interesting and relevant. See you soon! Andrei
Re: Regal: An SQL relational algebra builder
On Friday, 16 May 2014 at 13:42:30 UTC, Jacob Carlborg wrote: On 16/05/14 09:58, Dylan Knutson wrote: Ya know, it might be able to be made into a struct; I'll fiddle with it tomorrow. The main reason it was made a class was so .join had to take a Table type as its first parameter, and internally Table implements a Joinable interface (which is needed for chaining .joins and propagating the table name during printing). Can you do compile time introspection, like ranges do? Basically check if it has a "join" method. I've played around with making things structs a bit more, and have modified regal to have Table and Sql be structs (by having Sql and the generic Node class wrapped in a tagged union). Making Table a struct was just a matter of putting some common methods in a template mixin, and mixin'ing that where appropriate. New version is at ~master on github and code.dlang.org
Re: DirectX bindings
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d little update: i'm currently looking at some other not yet converted stuff such as Direct2D, DirectWrite and DXVA(video decoding). can't say anything for now, i don't promise i will translate it but i'll looking forward to adding them in to repo. that's all i can say now. if i had enough time i'll put D2D later this week.