On Sunday, 4 September 2016 at 10:33:44 UTC, Walter Bright wrote:
As I mentioned before, assert failures are usually the result
of the last edit one did. The problem is already narrowed down.
That's just not true in my case. Most of the asserts I triggered
were after updating to a newer compi
On Saturday, 23 January 2016 at 21:24:27 UTC, Igor wrote:
No, I am talking about adding the different build options
inside the visual studio project. When one generates the
project, it should add the 64bit build options regardless. It
is a standard with all Visual Studio projects in C++, C#, an
On Saturday, 23 January 2016 at 20:24:05 UTC, Igor wrote:
Some simple extensions to dub are required for proper windows
support:
1. The Ability to generate full build selections for Visual D.
I only get Win32 when using `dub generate VisualD`. Win64
support should be added, along with alterna
On Wednesday, 2 December 2015 at 04:26:39 UTC, Rikki Cattermole
wrote:
On 02/12/15 5:17 PM, Denis Gladkiy wrote:
On Wednesday, 2 December 2015 at 02:05:22 UTC, Rikki
Cattermole wrote:
On 02/12/15 3:45 AM, Denis Gladkiy wrote:
Where can I find DirectX 12 bindings for D?
There is https://githu
On Thursday, 30 July 2015 at 13:43:35 UTC, karabuta wrote:
D is really cool and makes a good candidate for developing a
game. Are there any guys out there using D for indie games?
Not an indie game, but Remedy is making Quantum Break using D.
On Saturday, 15 March 2014 at 08:50:00 UTC, Daniel Murphy wrote:
This is nonsense. I tried out the warning on some of my
projects, and they required ZERO changes - because it's a
warning!
Phobos requires 37 "virtual:"s to be added - or just change the
makefile to use '-wi' instead of '-w'.
On Saturday, 1 February 2014 at 13:16:02 UTC, JR wrote:
On Saturday, 1 February 2014 at 12:20:33 UTC, develop32 wrote:
If I turn on GC on the game I'm making, it takes 80ms every
frame when memory usage is 800mb (shown on task manager). This
was actually surprising, previously it was 6ms,
On Saturday, 1 February 2014 at 14:24:17 UTC, Francesco Cattoglio
wrote:
On Saturday, 1 February 2014 at 12:20:33 UTC, develop32 wrote:
On Saturday, 1 February 2014 at 12:04:56 UTC, JR wrote:
In your opinion, of how much value would deadlining be? As
in, "okay handyman, you may sweep the
On Saturday, 1 February 2014 at 16:37:23 UTC, Paulo Pinto wrote:
Do you have any experience with Project Anarchy?
--
Paulo
No I have not. I haven't got a smartphone yet, so I guess that
explains it.
On Saturday, 1 February 2014 at 12:29:10 UTC, Nick Sabalausky
wrote:
Come to think of it, I wonder what language Frostbite 3 uses
for game-level "scripting" code. From what I've heard about
them, Frostbite 3 and Unreal Engine 4 both sound like they have
some notable similarities with Unity3D (f
On Saturday, 1 February 2014 at 12:04:56 UTC, JR wrote:
In your opinion, of how much value would deadlining be? As in,
"okay handyman, you may sweep the floor now BUT ONLY FOR 6
MILLISECONDS;
Unrelated to the whole post note: 6ms is too high, I would allow
max 1ms a frame for a game I'm devel
On Sunday, 19 January 2014 at 17:44:57 UTC, ponce wrote:
I think you should target D3D9 instead of D3D11 on Windows.
I have to disagree, I doubt it that Aurora will use D3D11-only
features, I imagine any gpu that supports Feature Level 9 will be
fine, the only requirement for user is to have
On Monday, 30 December 2013 at 11:23:22 UTC, JN wrote:
I'm kind of an outsider to this discussion, but take a look how
many games are written using GC-languages, Minecraft is written
in Java, Terraria in C# and all Unity3D games use Mono
underneath
(usually C#). And these languages don't allow
On Monday, 30 December 2013 at 02:48:30 UTC, Ola Fosheim Grøstad
wrote:
On Monday, 30 December 2013 at 02:44:27 UTC, develop32 wrote:
The thing is, all of that game logic data takes a really
surprisingly small amount of memory.
In that case you probably could use GC, so why don'
That is a possibility of course, but for a heterogenous
environment you risk running out of slots. E.g. online games,
virtual worlds, sandbox games where users build etc.
No, not really, just allocate more. The memory is managed by a
single closed class, I can do whatever I want with it.
on
I assumed GC would be useful for AI/game world. It will benefit
from GC because you have complex interdependencies, many
different classes and want to be able to experiment.
Experimentation and explicit memory deallocation is a likely
source for memory leaks… However this will only work well wi
Because you want to stream them to the GPU when you walk across
the land in a seamless engine?
Indeed, but the arrays that are used for holding the data are
allocated (not in GC heap) before the main loop and always reused.
On Sunday, 29 December 2013 at 23:14:59 UTC, Ola Fosheim Grøstad
wrote:
On Sunday, 29 December 2013 at 22:27:43 UTC, Walter Bright
wrote:
Your reply doesn't take into account that you can control if
and when the GC runs fairly simply. So you can run it at a
time when it won't matter to the cach
On Wednesday, 4 December 2013 at 12:24:38 UTC, Shammah Chancellor
wrote:
I don't know if this was discussed in the recent bounty thread.
However, I thought it might be neat if we were to setup our
own bounty website that parses the d bugzilla better and does
something that I've seen in many b
On Thursday, 26 September 2013 at 07:44:25 UTC, Manu wrote:
I've used dub once, I was very satisfied with the experience. I
think a
front-end where you can browse the repository and
select/deselect packages
conveniently would be a great addition to the experience, if
it's not
already available
On Monday, 9 September 2013 at 09:29:11 UTC, Ramon wrote:
Well, to me someone who talks in a negative way about another
user (or "smartly" works out subtle differences in such
remarks) rather than about D related issues looks like an idiot.
You do understand that by saying Windoze you *are* in
On Thursday, 22 August 2013 at 14:13:29 UTC, Robert Schadek wrote:
I'm still missing a logging facility in D and as the last
attempt seam
to have stopped I want to throw
in my version. After reading through the std.log thread I made
my
conclusions and created my own
logger. People seamed to be
On Saturday, 29 June 2013 at 00:14:19 UTC, Andrei Alexandrescu
wrote:
Could you please paste your note into a bug report? In a
perfect world you may want to also submit a pull request!
Filled a bug
http://d.puremagic.com/issues/show_bug.cgi?id=10500
And I'll try to make world a better place to
void main()
{
struct Vector
{
float length();
}
import std.variant;
Variant v = Vector();
}
Currently this does not work, as it seems Variant thinks length()
is a property restricted to arrays.
"cannot implicitly convert expression ((*zi
On Monday, 11 February 2013 at 22:33:02 UTC, Arlen wrote:
'meters!15' is supposed to be '15 * meters', right? Then how
would you
express '15 / meters' ? You cannot; therefore, 'meters!15'
doesn't make
sense.
15 * meters, has an outupt '15 m' which is short for '15 m^1'.
The
exponent is no
How about something like meters!15 or newtons!30? For me it is
more pleasing and shorter than multiplication.
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