[Article] D's Garbage Collector Problem

2014-09-10 Thread Ryan Voots via Digitalmars-d
An article today about the garbage collector and the ensuing discussion from it http://pointersgonewild.wordpress.com/2014/09/09/ds-garbage-collector-problem/ https://news.ycombinator.com/item?id=8297091 http://www.reddit.com/r/programming/comments/2g03af/ds_garbage_collector_problem/

Re: Reviving YAGE

2014-04-14 Thread Ryan Voots
On Thursday, 10 April 2014 at 09:46:15 UTC, John Colvin wrote: To clarify: Tango builds fine, Yage does not. This is no longer the case now. It builds fine and you can build the first demo with DMD (it runs into bzip2 errors with GDC for me right now). The demo doesn't run yet but it does

Re: Reviving YAGE

2014-04-12 Thread Ryan Voots
On Thursday, 10 April 2014 at 10:52:42 UTC, Andrej Mitrovic wrote: On 4/10/14, John Colvin wrote: Is your tango package out of date perhaps? All I'm doing is calling 'dub --force'. Tried with git-head and getting the same results. Oh well.. Try wiping out your ~/.dub/ directory (move it out

Re: Reviving YAGE

2014-04-09 Thread Ryan Voots
On Sunday, 6 April 2014 at 14:33:38 UTC, Andrej Mitrovic wrote: On 4/4/14, Ryan Voots wrote: I started updating things so that the demos build seperately with dub but can't confirm anything about them building as expected yet. Yeah I've tried running "dub --config=demo1&

Re: Reviving YAGE

2014-04-03 Thread Ryan Voots
On Monday, 31 March 2014 at 20:22:57 UTC, Andrej Mitrovic wrote: On 1/29/14, 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

Re: Reviving YAGE

2014-02-05 Thread Ryan Voots
On Wednesday, 5 February 2014 at 21:37:22 UTC, Benjamin Thaut wrote: If you didn't deal with GC pause times, you will have quite some fun with it. I wrote a small game engine in D, and I ended up running the garbage collector every frame to get stable framerates. Not doing it resultet in 3-10 s

Re: Reviving YAGE

2014-02-05 Thread Ryan Voots
On Wednesday, 5 February 2014 at 09:27:50 UTC, Benjamin Thaut wrote: Am 29.01.2014 19:07, schrieb Ryan Voots: 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 expecte

Re: Reviving YAGE

2014-01-30 Thread Ryan Voots
On Thursday, 30 January 2014 at 20:17:54 UTC, JoeCoder wrote: 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 nev

Re: Reviving YAGE

2014-01-29 Thread Ryan Voots
On Wednesday, 29 January 2014 at 21:03:00 UTC, Andrej Mitrovic wrote: On 1/29/14, Andrej Mitrovic wrote: On 1/29/14, Ryan Voots wrote: https://bitbucket.org/simcop2387/yage Hmm.. 70MB repository. I think those binary files or whatever is making the repo big should be moved elsewhere

Re: Reviving YAGE

2014-01-29 Thread Ryan Voots
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've managed to get it s

Reviving YAGE

2014-01-29 Thread Ryan Voots
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.org/simcop2387/yage