Re: A ready to use Vulkan triangle example for D

2016-06-01 Thread Manuel König via Digitalmars-d-announce
I now have initial window resizing added to your example:

https://github.com/Manuel-Koenig/VulkanTriangleD

It's still pretty much your code, but I structured it into several
functions. Window resizing does work in the sense that the triangle
gets stretched and redrawn, but the validation layer is still
complaining.


Re: A ready to use Vulkan triangle example for D

2016-05-30 Thread Manuel König via Digitalmars-d-announce
On Fri, 27 May 2016 18:40:24 +, maik klein wrote:

> https://github.com/MaikKlein/VulkanTriangleD
> 
> Currently only Linux is supported but it should be fairly easy to 
> also add Windows support. Only the surface extensions have to be 
> changed.
> 
> The example requires Vulkan ready hardware + driver + LunarG sdk 
> with validation layer + sdl2.

Nice, runs without errors for me. I have a triangle example project
too, but weird stuff happens when I resize my window. I see your
window has fixed size, maybe I have more luck adding window resizing to
your example. Will tell you when I get it to work.

Does anyone here have a working vulkan window with a resizable window?
I think its more of an xcb issue than a vulkan issue in my code,
because even when I do
- create xcb window with dimensions (w1, h1)
- resize it to dimensions (w2, h2) (no vulkan interaction yet)
- create a vulkan surface from that window
- render
the rendered image still has the original size (w1, h1), and I loose my
vulkan device when (w2, h2) deviates too much from the original size.



Re: Atrium - 3D game written in D

2015-11-07 Thread Manuel König via Digitalmars-d-announce
Am Fri, 6 Nov 2015 12:04:03 +0300
schrieb Timur Gafarov :

> 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 :)