On 2/5/2014 4:27 AM, Benjamin Thaut wrote:
How do you deal with GC pause times?
I had originally hoped to make the render loop GC-free and have games
designed so they only run a gc cleanup when a dialog window was opened.
I had been pushing for the @nogc attribute so I could easily ensure no
On 1/29/2014 1:07 PM, Ryan Voots wrote:
I've started a fork of YAGE in an attempt to revive it. So far I'm
still working on porting it to build with dub and D2, but it's coming
along faster than I had expected. I figured I should let people know in
case anyone wants to help.
https://bitbucket.
On 1/29/2014 3:27 PM, Ryan Voots wrote:
On Wednesday, 29 January 2014 at 18:15:57 UTC, Andrej Mitrovic wrote:
On 1/29/14, Ryan Voots wrote:
but it's coming along faster than I had expected.
Is it already buildable? Any samples work? Nice that you're working on
it.
Not buildable yet, but i'
On 1/29/2014 4:05 PM, Andrej Mitrovic wrote:
Most of the links on the yage homepage seem to be dead. But I'm
wondering whether any games were made that used Yage?
None worth mentioning. It had too many missing features and I never got
it to a complete-enough state.
On 2/19/2013 7:46 AM, bearophile wrote:
There is some discussion here:
http://d.puremagic.com/issues/show_bug.cgi?id=5219
Bye,
bearophile
Thanks for the heads-up. I added a vote. Is it possible/permissible to
vote for an issue more than once?
On 2/18/2013 5:35 AM, Benjamin Thaut wrote:
I wen't down this path already and I ended up not using the GC at all:
http://3d.benjamin-thaut.de/?p=20
I very much enjoyed this article. Hopefully your changes can be applied
upstream.
A couple of my own ideas, in hopes that those with more kno
On 1/16/2012 4:26 PM, David wrote:
Why does phobos, the std. lib, need a vector-lib? I haven't seen any
other language with something like gl3n in the std.
I guess this depends on the goals for phobos. Is it minimal, or
batteries included? As for not seeing it in other languages, I don't
th
On 1/15/2012 1:42 PM, Walter Bright wrote:
A nice vector math library for D that puts us competitive will be a nice
addition to Phobos.
The gl3n library might be something good to build on:
https://bitbucket.org/dav1d/gl3n
It looks to be a continuation of the OMG library used by Deadlock, and
On 10/29/2011 10:03 PM, Walter Bright wrote:
I want to press Andrei to write up a doc on "What's a Range"
As a D1 user planning to migrate, this would be very appreciated.
On 10/26/2011 2:55 PM, Eric Poggel (JoeCoder) wrote:
On 10/26/2011 2:51 PM, Eric Poggel (JoeCoder) wrote:
On 10/26/2011 2:30 PM, Jacob Carlborg wrote:
I think the best approach would be to have a complete language for the
build scripts.
This is the approach I've taken with dsourc
On 10/26/2011 2:51 PM, Eric Poggel (JoeCoder) wrote:
On 10/26/2011 2:30 PM, Jacob Carlborg wrote:
I think the best approach would be to have a complete language for the
build scripts.
This is the approach I've taken with dsource.org/projects/cdc. That
language is D. It provides a libra
On 10/26/2011 2:30 PM, Jacob Carlborg wrote:
I think the best approach would be to have a complete language for the
build scripts.
This is the approach I've taken with dsource.org/projects/cdc. That
language is D. It provides a library of common compilation tasks and
then you fill in the ma
On 10/20/2011 1:37 PM, dsimcha wrote:
== Quote from Eric Poggel (JoeCoder) (dnewsgro...@yage3d.net)'s article
On 10/20/2011 8:13 AM, Don wrote:
Personally, I'd rather completely eliminate implicit conversions between
integers and floating point types. But that's just me.
vote++
On 10/20/2011 8:13 AM, Don wrote:
Personally, I'd rather completely eliminate implicit conversions between
integers and floating point types. But that's just me.
vote++
On 8/31/2011 5:40 PM, Steven Schveighoffer wrote:
But this program works swimmingly:
Wow.
Is there any reason to not use that as the default sigsegv handler?
On 8/30/2011 7:19 PM, Walter Bright wrote:
Why? I rely on that for debugging. I run it under the debugger, seg
fault, bing the debugger shows where it faulted and a stack trace. It's
about 98% of what a debugger is good for.
What debugger do you use? It's been years, but the last time I
inves
On 8/8/2011 3:02 PM, bearophile wrote:
Eric Poggel (JoeCoder):
determinism can be very important when it comes to
reducing network traffic. If you can achieve it, then you can make sure
all players have the same game state and then only send user input
commands over the network.
It seems a
On 8/6/2011 8:34 PM, bearophile wrote:
Walter:
On 8/6/2011 4:46 PM, bearophile wrote:
Walter is not a lover of that -ffast-math switch.
No, I am not. Few understand the subtleties of IEEE arithmetic, and breaking
IEEE conformance is something very, very few should even consider.
I have rea
On 6/30/2011 3:05 PM, Sean Kelly wrote:
On Jun 30, 2011, at 2:40 AM, Benjamin Thaut wrote:
Am 30.06.2011 06:45, schrieb Sean Kelly:
On Jun 29, 2011, at 10:00 AM, Benjamin Thaut wrote:
If I manually merge your fix into the thread.d of the 2.053 runtime (change m to
__gshared in slock) the iss
On 5/14/2011 6:39 AM, Chris Molozian wrote:
It's a shame there's no documentation for CDC
There's an html documentation file (generated from the source) in the
download zip file.
On 5/13/2011 1:38 PM, Chris Molozian wrote:
After all this preamble I guess what I'm asking is... what (if any)
cross-platform build tools does everyone use with their D projects? Any
feedback on experiences with any of the build tools I've mentioned is
also greatly appreciated. If you can sugges
On 4/20/2011 7:07 PM, Andrew Wiley wrote:
I'm working on a project that looks like it'll need manual memory
management (the end goal is to get it running on ARM using GDC, where
the GC doesn't seem to behave (that goal might be unrealistic, but I can
hope))
I wonder if it would be useful to hav
On 4/18/2011 9:20 PM, Daniel Gibson wrote:
What about successful languages like C(++) or Python? I think they were
and still are pretty neutral (even though at least C and C++ were
developed at a commercial company).
C++ is horrid but fast. Python is beautiful but slow. D is the best of
bot
On 4/18/2011 3:55 PM, Andrei Alexandrescu wrote:
Ben also added support for the D programming language to Facebook's
build system and is overall interested in the evolution of the language.
Are you allowed to comment on how Facebook is using D? It would be very
interesting to know.
On 4/3/2011 6:35 PM, Emil Madsen wrote:
This about image processing, got me thinking, hows the shader support
for D currently? - Interfaceable though C?
Because for image processing, thats def. the way to go, at least in my
opinion, that is if you want acceptable processing speeds.
And a more sp
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