Re: Quality of errors in DMD

2016-09-04 Thread develop32 via Digitalmars-d
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

Re: Dub needs some additions

2016-01-23 Thread develop32 via Digitalmars-d
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

Re: Dub needs some additions

2016-01-23 Thread develop32 via Digitalmars-d
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

Re: DirectX 12 bindings.

2015-12-02 Thread develop32 via Digitalmars-d
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

Re: D for Game Development

2015-08-04 Thread develop32 via Digitalmars-d
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.

Re: Final by default?

2014-03-15 Thread develop32
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'.

Re: Smart pointers instead of GC?

2014-02-01 Thread develop32
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,

Re: Smart pointers instead of GC?

2014-02-01 Thread develop32
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

Re: Smart pointers instead of GC?

2014-02-01 Thread develop32
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.

Re: Smart pointers instead of GC?

2014-02-01 Thread develop32
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

Re: Smart pointers instead of GC?

2014-02-01 Thread develop32
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

Re: Aurora Graphics Library Initial Design Discussion

2014-01-19 Thread develop32
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

Re: Microsoft working on new systems language

2013-12-30 Thread develop32
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

Re: Microsoft working on new systems language

2013-12-29 Thread develop32
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'

Re: Microsoft working on new systems language

2013-12-29 Thread develop32
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

Re: Microsoft working on new systems language

2013-12-29 Thread develop32
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

Re: Microsoft working on new systems language

2013-12-29 Thread develop32
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.

Re: Microsoft working on new systems language

2013-12-29 Thread develop32
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

Re: Autobounty?

2013-12-04 Thread develop32
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

Re: dub: should we make it the de jure package manager for D?

2013-09-26 Thread develop32
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

Re: Move VisualD to github/d-programming-language ?

2013-09-09 Thread develop32
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

Re: std.logger

2013-08-22 Thread develop32
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

Re: Problem with Variant

2013-06-29 Thread develop32
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

Problem with Variant

2013-06-28 Thread develop32
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

Re: Boost.units ported to D

2013-02-11 Thread develop32
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

Re: Boost.units ported to D

2013-02-11 Thread develop32
How about something like meters!15 or newtons!30? For me it is more pleasing and shorter than multiplication.