On Tuesday, 21 January 2014 at 10:30:21 UTC, Nordlöw wrote:
Adam D Ruppe has done some initial work on a GUI library for D
at
https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff/blob/master/minigui.d
with backends for XWindows and MS Windows C API.
Maybe you co
On Tuesday, 21 January 2014 at 10:30:21 UTC, Nordlöw wrote:
Adam D Ruppe has done some initial work on a GUI library for D
at
https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff/blob/master/minigui.d
with backends for XWindows and MS Windows C API.
Maybe you co
Adam D Ruppe has done some initial work on a GUI library for D at
https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff/blob/master/minigui.d
with backends for XWindows and MS Windows C API.
Maybe you could get some input/ideas from there?
/Per
On 1/21/2014 4:49 AM, Adam Wilson wrote:
On Mon, 20 Jan 2014 05:09:14 -0800, Matt Taylor
wrote:
On Monday, 20 January 2014 at 00:23:37 UTC, Adam Wilson wrote:
Aurora will not be exposing any low-level API to the front-end, that
would be a pretty serious encapsulation violation and could hav
On Mon, 20 Jan 2014 08:24:25 -0800, Zoadian wrote:
On Monday, 20 January 2014 at 08:34:47 UTC, Adam Wilson wrote:
On Sun, 19 Jan 2014 05:34:46 -0800, Zoadian wrote:
uh, i do read the forums from time to time. But I never read anything
about project aurora. I inititally thought this thread
On Mon, 20 Jan 2014 05:09:14 -0800, Matt Taylor
wrote:
On Monday, 20 January 2014 at 00:23:37 UTC, Adam Wilson wrote:
Aurora will not be exposing any low-level API to the front-end, that
would be a pretty serious encapsulation violation and could have some
pretty bad consequences for t
On Monday, 20 January 2014 at 08:29:32 UTC, Adam Wilson wrote:
Ok, I see were you are headed now, and it's not an all bad
idea. Although it will introduce a layer of abstraction,
however thin, that will negatively affect performance.
Actually, a scene graph can be reasonable efficient if you
On Monday, 20 January 2014 at 08:34:47 UTC, Adam Wilson wrote:
On Sun, 19 Jan 2014 05:34:46 -0800, Zoadian
wrote:
uh, i do read the forums from time to time. But I never read
anything about project aurora. I inititally thought this
thread is about my project.
'aurora' was the name for my eng
On Monday, 20 January 2014 at 00:23:37 UTC, Adam Wilson wrote:
Aurora will not be exposing any low-level API to the front-end,
that would be a pretty serious encapsulation violation and
could have some pretty bad consequences for the rest of the API.
Fair enough, it sounds like decisions ha
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote:
Ok, I see were you are headed now, and it's not an all bad
idea. Although it will introduce a layer of abstraction,
however thin, that will negatively affect performance. If that
is acceptable to the community I am fine with that s
On Sun, 19 Jan 2014 05:34:46 -0800, Zoadian wrote:
uh, i do read the forums from time to time. But I never read anything
about project aurora. I inititally thought this thread is about my
project.
'aurora' was the name for my engine for years. (i do have a working
deferred rendering engine
On Sun, 19 Jan 2014 17:38:26 -0800, Tofu Ninja wrote:
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote:
Show me how it could be done in a Low-Level API Agnostic way without
violating encapsulation (don't leak the low-level API to the front-end)
and we'll consider it. If the use
On Sun, 19 Jan 2014 23:49:02 -0800, Jacob Carlborg wrote:
On 2014-01-20 01:53, Adam Wilson wrote:
So I've reworked the default backend API's list.
System 2D API / 3D API
Linux X11 / OpenGL 3.2
AndroidCanvas / OpenGL ES 2.0
OSXQuartz2D / OpenGL
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote:
Show me how it could be done in a Low-Level API Agnostic way
without violating encapsulation (don't leak the low-level API
to the front-end) and we'll consider it. If the user must
import a Low-Level API (DX/OGL) to work with Aurora
On 2014-01-20 01:53, Adam Wilson wrote:
So I've reworked the default backend API's list.
System 2D API / 3D API
Linux X11 / OpenGL 3.2
AndroidCanvas / OpenGL ES 2.0
OSXQuartz2D / OpenGL 3.2
iOSQuartz2D / OpenGL ES 2.0
WindowsDi
On Sun, 19 Jan 2014 22:43:30 -0800, Jeremy DeHaan
wrote:
On Monday, 20 January 2014 at 06:11:45 UTC, Adam Wilson wrote:
On Sun, 19 Jan 2014 21:59:57 -0800, Jeremy DeHaan
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
System 2D API / 3D API
Linux
On Monday, 20 January 2014 at 06:11:45 UTC, Adam Wilson wrote:
On Sun, 19 Jan 2014 21:59:57 -0800, Jeremy DeHaan
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
System 2D API / 3D API
Linux X11 / OpenGL 4.3
Android Canvas / OpenGL
On Sun, 19 Jan 2014 21:59:57 -0800, Jeremy DeHaan
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
System 2D API / 3D API
Linux X11 / OpenGL 4.3
Android Canvas / OpenGL ES 3.0
OSX Quartz2D / OpenGL 4.3
iOS
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
System 2D API / 3D API
Linux X11 / OpenGL 4.3
Android Canvas / OpenGL ES 3.0
OSX Quartz2D / OpenGL 4.3
iOS Quartz2D / OpenGL ES 3.0
Windows Direct2D / Dire
On Sun, 19 Jan 2014 16:53:31 -0800, Adam Wilson wrote:
On Sat, 18 Jan 2014 19:38:29 -0800, Adam Wilson
wrote:
Hello Everyone,
Based on the previous thread I think we have enough to start laying out
the design and writing code for Aurora.
The choice that I would like to clarify is that
On Monday, 20 January 2014 at 01:15:26 UTC, Adam Wilson wrote:
Show me how it could be done in a Low-Level API Agnostic way
without violating encapsulation (don't leak the low-level API
to the front-end) and we'll consider it. If the user must
import a Low-Level API (DX/OGL) to work with Aurora
On 1/20/2014 2:37 AM, ponce wrote:
Yeah, when looking at Steam Hardware & Software Survey, you have to be
aware that it best represents the hardcore gamer segment. The indie and
There was a time when the massive majority of Steam users were hardcore
gamers, but I don't believe that quite hol
On Sun, 19 Jan 2014 16:47:49 -0800, Tofu Ninja wrote:
On Monday, 20 January 2014 at 00:12:45 UTC, Adam Wilson wrote:
On Sun, 19 Jan 2014 14:35:29 -0800, Tofu Ninja
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
...
The choice that I would like to clarify is that A
On Sun, 19 Jan 2014 02:07:07 -0800, Mike Parker wrote:
On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote:
I picked OpenGL 4.3 primarily because it is compatible with OpenGL ES
3.0 which will make porting to iOS/Android easier. There is nothing
stopping Aurora from having a ba
On Monday, 20 January 2014 at 00:47:54 UTC, Tofu Ninja wrote:
That is simply a description of a specific implementation, not
a real reason why one would be more beneficial than the other.
It is obvious that you want this to be as accessible as
possible to the largest range of people posable, so
On Sat, 18 Jan 2014 19:38:29 -0800, Adam Wilson wrote:
Hello Everyone,
Based on the previous thread I think we have enough to start laying out
the design and writing code for Aurora.
The choice that I would like to clarify is that Aurora will be a
retained mode API. I understand that thi
On Monday, 20 January 2014 at 00:12:45 UTC, Adam Wilson wrote:
On Sun, 19 Jan 2014 14:35:29 -0800, Tofu Ninja
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
...
The choice that I would like to clarify is that Aurora will
be a retained mode API. I understand that this
On Monday, 20 January 2014 at 00:15:01 UTC, Adam Wilson wrote:
I am not sure yet, probably a scene graph though or some hybrid
thereof. They have the advantage of being easy to understand
and use.
Sounds like a good idea as it allows you to implement a standard
extensible UI on top of it. If
On Sun, 19 Jan 2014 11:46:22 -0800, Matt Taylor
wrote:
On Sunday, 19 January 2014 at 17:44:57 UTC, ponce wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Since Aurora has a pluggable backend for rendering I feel that it will
be prudent to use the low-level API's that
On Sun, 19 Jan 2014 11:47:11 -0800, Paul O'Neil
wrote:
On 01/18/2014 10:38 PM, Adam Wilson wrote:
System 2D API / 3D API
Linux X11 / OpenGL 4.3
AndroidCanvas / OpenGL ES 3.0
OSXQuartz2D / OpenGL 4.3
iOSQuartz2D / OpenGL ES 3.0
Wind
On Sun, 19 Jan 2014 13:31:08 -0800, Ola Fosheim Grøstad
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
The choice that I would like to clarify is that Aurora will be a
retained mode API. I understand that this is not the best choice for
speed and that not everyone w
On Sun, 19 Jan 2014 14:35:29 -0800, Tofu Ninja wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
...
The choice that I would like to clarify is that Aurora will be a
retained mode API. I understand that this is not the best choice for
speed and that not everyone will b
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
...
The choice that I would like to clarify is that Aurora will be
a retained mode API. I understand that this is not the best
choice for speed and that not everyone will be happy with this
choice. However, retained mode API's are
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
The choice that I would like to clarify is that Aurora will be
a retained mode API. I understand that this is not the best
choice for speed and that not everyone will be happy with this
choice. However, retained mode API's are typic
On 01/18/2014 10:38 PM, Adam Wilson wrote:
System 2D API / 3D API
Linux X11 / OpenGL 4.3
AndroidCanvas / OpenGL ES 3.0
OSXQuartz2D / OpenGL 4.3
iOSQuartz2D / OpenGL ES 3.0
WindowsDirect2D / Direct3D 11
WindowsRT Direct2D
On Sunday, 19 January 2014 at 17:44:57 UTC, ponce wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Since Aurora has a pluggable backend for rendering I feel that
it will be prudent to use the low-level API's that are best
suited to each platform. This will Aurora to suppo
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 Sunday, 19 January 2014 at 10:07:08 UTC, Mike Parker wrote:
Here's something to consider, though. The Steam Hardware &
Software Survey [1] gives a good baseline for the gaming market
(what used to be called the "hardcore" market, but I think it's
more than that now). However, I wouldn't cons
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Since Aurora has a pluggable backend for rendering I feel that
it will be prudent to use the low-level API's that are best
suited to each platform. This will Aurora to support each
platform as best as possible. As I currently can
Am 19.01.2014 13:08, schrieb Xavier Bigand:
Le 19/01/2014 04:38, Adam Wilson a écrit :
Hello Everyone,
[...]
Like some other I think you can only use openGL as backend, and took a
lower version like openGL 2.1 (and shader version 1.40) which is
completely compatible with openGL ES 2.0.
GLSL i
uh, i do read the forums from time to time. But I never read
anything about project aurora. I inititally thought this thread
is about my project.
'aurora' was the name for my engine for years. (i do have a
working deferred rendering engine, the published one is just my
ongoing rewrite to clean
On 2014-01-19 04:38, Adam Wilson wrote:
Since Aurora has a pluggable backend for rendering I feel that it will
be prudent to use the low-level API's that are best suited to each
platform. This will Aurora to support each platform as best as possible.
As I currently can tell the following list re
Le 19/01/2014 04:38, Adam Wilson a écrit :
Hello Everyone,
Based on the previous thread I think we have enough to start laying out
the design and writing code for Aurora.
The choice that I would like to clarify is that Aurora will be a
retained mode API. I understand that this is not the best c
On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote:
It may be true of simple implementation on the same hardware
but consider that the OpenGL API is implemented entirely by the
GPU vendor, this invariably results in the same command
producing different results in some cases, and the
On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote:
I picked OpenGL 4.3 primarily because it is compatible with
OpenGL ES 3.0 which will make porting to iOS/Android easier.
There is nothing stopping Aurora from having a backend built on
an older version, but keep in mind that Auro
On Sunday, 19 January 2014 at 05:23:24 UTC, Elvis Zhou wrote:
https://github.com/Zoadian/aurora
Oops, I thought this is the official repo!! It's a new package
added to code.dlang.org yesterday.
Doh, I made the same mistake.
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Syste
On Sat, 18 Jan 2014 22:02:12 -0800, Kelet wrote:
On Sunday, 19 January 2014 at 05:23:24 UTC, Elvis Zhou wrote:
https://github.com/Zoadian/aurora
Oops, I thought this is the official repo!! It's a new package added to
code.dlang.org yesterday.
Doh, I made the same mistake.
On Sunday, 19 Ja
On Sunday, 19 January 2014 at 04:45:30 UTC, Adam Wilson wrote:
On Sat, 18 Jan 2014 20:26:47 -0800, Kiith-Sa
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Hello Everyone,
Based on the previous thread I think we have enough to start
laying out the design and writing c
On Sunday, 19 January 2014 at 07:42:26 UTC, Adam Wilson wrote:
On Sat, 18 Jan 2014 21:39:14 -0800, Tofu Ninja
wrote:
In general, it's preferable to use 2D API's for 2D graphics.
Yes, you can do 2D with OpenGL but it's significantly harder
to get it right. The most obvious example is that in
Hello Everyone,
Based on the previous thread I think we have enough to start laying out
the design and writing code for Aurora.
The choice that I would like to clarify is that Aurora will be a retained
mode API. I understand that this is not the best choice for speed and that
not everyone
On Sat, 18 Jan 2014 21:39:14 -0800, Tofu Ninja wrote:
In general, it's preferable to use 2D API's for 2D graphics. Yes, you
can do 2D with OpenGL but it's significantly harder to get it right.
The most obvious example is that in 2D we use pixels as coordinates and
have no perspective to wo
On Sunday, 19 January 2014 at 04:26:48 UTC, Kiith-Sa wrote:
Also, why not OpenGL for 2D on Linux (and possibly elsewhere) ?
+1. Anywhere you're using OpenGL, you can use it for both the 2D
and 3D renderers. That will also allow a lot of shared code
between the two. The same holds for D3D, a
On Sat, 18 Jan 2014 20:26:47 -0800, Kiith-Sa wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Hello Everyone,
Based on the previous thread I think we have enough to start laying out
the design and writing code for Aurora.
The choice that I would like to clarify is tha
On Sat, 18 Jan 2014 21:23:23 -0800, Elvis Zhou
wrote:
On Sunday, 19 January 2014 at 04:45:30 UTC, Adam Wilson wrote:
On Sat, 18 Jan 2014 20:26:47 -0800, Kiith-Sa
wrote:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Hello Everyone,
Based on the previous thread I think
In general, it's preferable to use 2D API's for 2D graphics.
Yes, you can do 2D with OpenGL but it's significantly harder to
get it right. The most obvious example is that in 2D we use
pixels as coordinates and have no perspective to worry about,
with 3D the your coordinates have to be carefull
On Sunday, 19 January 2014 at 06:02:13 UTC, Kelet wrote:
My thoughts:
ARM support is abysmal in D, IIRC.
Realized I may have used strong wording here when a lot of fine
work is currently being done. My apologizes, I'm not
well-researched into this area of D.
Regards,
Kelet
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Hello Everyone,
Based on the previous thread I think we have enough to start
laying out the design and writing code for Aurora.
The choice that I would like to clarify is that Aurora will be
a retained mode API. I understand that
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