On 19 December 2014 at 03:44, H. S. Teoh via Digitalmars-d
wrote:
> On Thu, Dec 18, 2014 at 05:33:24PM +, Sebastiaan Koppe via Digitalmars-d
> wrote:
>> On Sunday, 14 December 2014 at 08:02:47 UTC, ketmar via Digitalmars-d wrote:
>> >>I find a much bigger problem is tendency for some programm
On Thu, Dec 18, 2014 at 05:33:24PM +, Sebastiaan Koppe via Digitalmars-d
wrote:
> On Sunday, 14 December 2014 at 08:02:47 UTC, ketmar via Digitalmars-d wrote:
> >>I find a much bigger problem is tendency for some programmers to
> >>commit over-abstraction, sacrificing heaps of efficiency/perfo
On Sunday, 14 December 2014 at 08:02:47 UTC, ketmar via
Digitalmars-d wrote:
I find a much bigger problem is tendency for some programmers
to
commit over-abstraction, sacrificing heaps of
efficiency/performance
in the process. Most open-source engines are this kind, and
will never
release a AA
On 18 December 2014 at 21:31, Johannes Pfau via Digitalmars-d
wrote:
> Am Thu, 18 Dec 2014 00:58:02 +0100
> schrieb Joseph Rushton Wakeling via Digitalmars-d
> :
>
> TLS constructors are also problematic, although not necessarily for
> games. But they complicate shared library loading a lot, some
On 18 December 2014 at 09:58, Joseph Rushton Wakeling via
Digitalmars-d wrote:
> On 17/12/14 08:53, Manu via Digitalmars-d wrote:
>>
>> Errors should be fine... I imagine assert is an intrinsic defined by
>> the backends(?).
>
>
> TBH I think it was a daft question. An Error thrown by assert fail
On 18 December 2014 at 02:18, CraigDillabaugh via Digitalmars-d
wrote:
> On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via Digitalmars-d
> wrote:
>>
>> The average gamer today is aged 30.
>> I for one haven't gotten any money from my mum for games recently...
>>
> Christmas is right around
On 18 December 2014 at 01:19, bitwise via Digitalmars-d
wrote:
> On Tuesday, 16 December 2014 at 15:39:06 UTC, bitwise wrote:
>>
>>
>>> You'll notice that the engine code is not D code...
>>
>>
>> Hmm... Indeed.. I just assumed when I saw Walter get all excited ;)
>>
>>
>>> D will work on most of
Am Thu, 18 Dec 2014 00:58:02 +0100
schrieb Joseph Rushton Wakeling via Digitalmars-d
:
> On 17/12/14 08:53, Manu via Digitalmars-d wrote:
> > Errors should be fine... I imagine assert is an intrinsic defined by
> > the backends(?).
>
> TBH I think it was a daft question. An Error thrown by asser
On 17/12/14 08:53, Manu via Digitalmars-d wrote:
Errors should be fine... I imagine assert is an intrinsic defined by
the backends(?).
TBH I think it was a daft question. An Error thrown by assert failure ought to
bring down the whole program anyway, and probably for a game you'd use the
-re
On Wednesday, 17 December 2014 at 21:26:11 UTC, bitwise wrote:
On Wednesday, 17 December 2014 at 16:18:19 UTC, CraigDillabaugh
wrote:
On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via
Digitalmars-d wrote:
The average gamer today is aged 30.
I for one haven't gotten any money from my mum
On Wednesday, 17 December 2014 at 16:18:19 UTC, CraigDillabaugh
wrote:
On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via
Digitalmars-d wrote:
The average gamer today is aged 30.
I for one haven't gotten any money from my mum for games
recently...
Christmas is right around the corner ..
On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via
Digitalmars-d wrote:
The average gamer today is aged 30.
I for one haven't gotten any money from my mum for games
recently...
Christmas is right around the corner ... you should reminder her
:o)
Am Wed, 17 Dec 2014 17:53:25 +1000
schrieb Manu via Digitalmars-d :
> Errors should be fine... I imagine assert is an intrinsic defined by
> the backends(?).
IIRC not really: It is recognized by the backends but we only call the
external _d_assert function but it's not a true intrinsic, for
examp
On Tuesday, 16 December 2014 at 15:39:06 UTC, bitwise wrote:
You'll notice that the engine code is not D code...
Hmm... Indeed.. I just assumed when I saw Walter get all
excited ;)
D will work on most of those platforms just fine if you
abandon the GC and exception handler.
Unfortunate
On 17 December 2014 at 11:44, Joseph Rushton Wakeling via
Digitalmars-d wrote:
> On Tuesday, 16 December 2014 at 12:56:48 UTC, Manu via Digitalmars-d wrote:
>>
>> D will work on most of those platforms just fine if you abandon the GC and
>> exception handler.
>
>
> I'm out of date on the progress
On Tuesday, 16 December 2014 at 12:56:48 UTC, Manu via
Digitalmars-d wrote:
D will work on most of those platforms just fine if you abandon
the GC and exception handler.
I'm out of date on the progress in getting @nogc and @nothrow
rolled out as widely as possible across the codebase, but does
On 17 December 2014 at 07:24, LaMainNoire via Digitalmars-d
wrote:
> On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
>>
>> I am one of the few who have taken a keen interest in D for game
>> development. The concise language and modern conveniences may be able to
>> reduce many
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of development time off
a game project, while making the code more
You'll notice that the engine code is not D code...
Hmm... Indeed.. I just assumed when I saw Walter get all excited
;)
D will work on most of those platforms just fine if you abandon
the GC and exception handler.
Unfortunately, I don't know D-compiler/runtime well enough to
actually t
On 16 December 2014 at 09:40, bitwise via Digitalmars-d
wrote:
> @manu
>
> I'm a little confused.. Looking through your Fuji/Source/Drivers folder, I
> see folders for IPhone and Android, among others... does your engine
> actually run on these platforms?
>
> I was under the impression that D coul
On Sunday, 14 December 2014 at 00:30:22 UTC, Joel wrote:
I'm using Windows. I get this error trying to compile the demo
on DGame.
C:\jpro\dpro2\OtherPeoples\Dgame-0.3.2\build>dmd build.d
Using the Digital Mars DMD compiler.
C:\jpro\dpro2\OtherPeoples\Dgame-0.3.2\build>build.exe
Assume 'C:\jpro
On Mon, 15 Dec 2014 23:40:43 +
bitwise via Digitalmars-d wrote:
> @manu
>
> I'm a little confused.. Looking through your Fuji/Source/Drivers
> folder, I see folders for IPhone and Android, among others...
> does your engine actually run on these platforms?
>
> I was under the impression t
Actually, iOS and Android both have x86 emulators don't they?
@manu
I'm a little confused.. Looking through your Fuji/Source/Drivers
folder, I see folders for IPhone and Android, among others...
does your engine actually run on these platforms?
I was under the impression that D could not compile to those
targets yet.
On 14 December 2014 at 17:55, Walter Bright via Digitalmars-d
wrote:
> On 12/13/2014 11:39 PM, Manu via Digitalmars-d wrote:
>>
>> On 14 December 2014 at 17:25, Walter Bright via Digitalmars-d
>> wrote:
>>>
>>> On 12/13/2014 5:00 PM, Manu via Digitalmars-d wrote:
my engine: https:/
I did some googling on your game engine:
http://fujiengine.org/
Good, but needs more info on why someone should invest time learning it.
https://code.google.com/p/fuji/wiki/Platforms
Not so good. Says it's "Not maintained/out of date".
That's about it for its presence on the intertoobs.
On Sun, 14 Dec 2014 17:45:06 +1000
Manu via Digitalmars-d wrote:
> >> Hard to describe... just the sort you'd find in a big commercial game.
> >> Perhaps I could say something like, highly optimised and purpose
> >> specific, as opposed to generalised and flexible/object oriented.
> > i've seen s
On 12/13/2014 11:39 PM, Manu via Digitalmars-d wrote:
On 14 December 2014 at 17:25, Walter Bright via Digitalmars-d
wrote:
On 12/13/2014 5:00 PM, Manu via Digitalmars-d wrote:
my engine: https://github.com/TurkeyMan/fuji
Please set fuji up at http://code.dlang.org !
It's totally incompat
On 14 December 2014 at 17:38, ketmar via Digitalmars-d
wrote:
> On Sun, 14 Dec 2014 17:20:48 +1000
> Manu via Digitalmars-d wrote:
>
>> On 14 December 2014 at 16:57, ketmar via Digitalmars-d
>> wrote:
>> > On Sun, 14 Dec 2014 11:04:45 +1000
>> > Manu via Digitalmars-d wrote:
>> >
>> >> I'm also
On 14 December 2014 at 17:25, Walter Bright via Digitalmars-d
wrote:
> On 12/13/2014 5:00 PM, Manu via Digitalmars-d wrote:
>>
>> my engine: https://github.com/TurkeyMan/fuji
>
>
> Please set fuji up at http://code.dlang.org !
It's totally incompatible with dub. How does code.dlang.org deal with
On Sun, 14 Dec 2014 17:20:48 +1000
Manu via Digitalmars-d wrote:
> On 14 December 2014 at 16:57, ketmar via Digitalmars-d
> wrote:
> > On Sun, 14 Dec 2014 11:04:45 +1000
> > Manu via Digitalmars-d wrote:
> >
> >> I'm also very interested in experiments writing game code on
> >> commercial-style
On 12/13/2014 5:00 PM, Manu via Digitalmars-d wrote:
my engine: https://github.com/TurkeyMan/fuji
Please set fuji up at http://code.dlang.org !
On 14 December 2014 at 16:57, ketmar via Digitalmars-d
wrote:
> On Sun, 14 Dec 2014 11:04:45 +1000
> Manu via Digitalmars-d wrote:
>
>> I'm also very interested in experiments writing game code on
>> commercial-style engines.
>> Hobby engines are nice, but we will get a much better feel for using
On Sun, 14 Dec 2014 01:28:45 +
Israel via Digitalmars-d wrote:
> What my problem is, why hasnt the D standard library implemented
> a multimedia library from the ones already available? instead of
> having to go and look for one.
exactly why any other language except C hasn't one. what is wro
On Sun, 14 Dec 2014 11:04:45 +1000
Manu via Digitalmars-d wrote:
> I'm also very interested in experiments writing game code on
> commercial-style engines.
> Hobby engines are nice, but we will get a much better feel for using D
> in the AAA games industry if a commercial-style engine is used.
wh
What my problem is, why hasnt the D standard library implemented
a multimedia library from the ones already available? instead of
having to go and look for one.
Im sure this would cause alot of controversy because "NO MY
LIBRARY IS BETTER AND HAS MORE FEATURES THAN HIS".
Its not about features.
On Sunday, 14 December 2014 at 00:51:24 UTC, Rikki Cattermole
wrote:
On 14/12/2014 1:25 p.m., Joel wrote:
[snip]
I am using DAllegro 5 for 2D stuff. So far, it went very
smooth.
I just use the original documentation.
https://github.com/SiegeLord/DAllegro5
Who else uses DAllegro 5? I like i
On 14 December 2014 at 11:00, Manu wrote:
> On 6 August 2013 at 04:18, Jonathan A Dunlap wrote:
>> I am one of the few who have taken a keen interest in D for game
>> development. The concise language and modern conveniences may be able to
>> reduce many hours worth of development time off a game
On 6 August 2013 at 04:18, Jonathan A Dunlap wrote:
> I am one of the few who have taken a keen interest in D for game
> development. The concise language and modern conveniences may be able to
> reduce many hours worth of development time off a game project, while making
> the code more maintaina
On 14/12/2014 1:25 p.m., Joel wrote:
[snip]
I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
I just use the original documentation.
https://github.com/SiegeLord/DAllegro5
Who else uses DAllegro 5? I like it, just can't get it to work on OS X.
I'm also using the Allegro bind
I'm using Windows. I get this error trying to compile the demo on
DGame.
C:\jpro\dpro2\OtherPeoples\Dgame-0.3.2\build>dmd build.d
Using the Digital Mars DMD compiler.
C:\jpro\dpro2\OtherPeoples\Dgame-0.3.2\build>build.exe
Assume 'C:\jpro\dpro2\OtherPeoples\derelict' as derelict path.
Verify...
[snip]
I am using DAllegro 5 for 2D stuff. So far, it went very
smooth.
I just use the original documentation.
https://github.com/SiegeLord/DAllegro5
Who else uses DAllegro 5? I like it, just can't get it to work
on OS X.
I'm also using the Allegro bindings for a project and have run
int
On Saturday, 13 December 2014 at 22:49:10 UTC, Joel wrote:
On Tuesday, 6 August 2013 at 06:23:09 UTC, qznc wrote:
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap
wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern
con
On Tuesday, 6 August 2013 at 06:23:09 UTC, qznc wrote:
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap
wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of developm
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of development time off
a game project, while making the code more
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of development time off
a game project, while making the code more
On Monday, 5 August 2013 at 19:33:59 UTC, Namespace wrote:
The work on it was stopped because of exams, but
it will continue in the coming weeks.
That's the exact same problem I am having with DSFML!
I was making good progress until my teacher stated giving me
tests and homework! What a jerk!
On Monday, 5 August 2013 at 19:47:40 UTC, Borislav Kosharov wrote:
On Monday, 5 August 2013 at 19:33:59 UTC, Namespace wrote:
I'm working currently on Dgame: http://dgame-dev.de/
I'm almost finished, but the documentation, the tutorials and
the download there is not up to date, but that will ch
On Mon, 05 Aug 2013 20:59:32 +0200, Jonathan A Dunlap wrote:
>> C) Derelict3 is basically just bindings over the C functions--you
>> should use any and all documentation, references, and tutorials against
>> the C libraries.
>
> Thanks Justin for the response. Derelict3 does seem to be the librar
On Monday, 5 August 2013 at 19:33:59 UTC, Namespace wrote:
I'm working currently on Dgame: http://dgame-dev.de/
I'm almost finished, but the documentation, the tutorials and
the download there is not up to date, but that will change in
the next few days (now that I had my last exam today).
My f
...
Oh and I completely forgot to mention that I am working on a D
version of the spine runtime (http://esotericsoftware.com/). If
you haven't heard of it it is a 2D skeletal animation tool that
exports to bin or json(other formats too). And there are many
runtime libraries for many language
I'm working currently on Dgame: http://dgame-dev.de/
I'm almost finished, but the documentation, the tutorials and the
download there is not up to date, but that will change in the
next few days (now that I had my last exam today).
My fellow students and I also work with Dgame on a 2D
sidescrol
On Monday, 5 August 2013 at 19:03:29 UTC, Jonathan A Dunlap wrote:
Take a look at https://github.com/Jebbs/DSFML
The autor, aubade, me and few other guys are trying to
maintain the project. I wrote a small tutorial on the wiki.
And we have plans on documenting it, adding unittests and much
mor
Take a look at https://github.com/Jebbs/DSFML
The autor, aubade, me and few other guys are trying to maintain
the project. I wrote a small tutorial on the wiki. And we have
plans on documenting it, adding unittests and much more.
Great stuff, Borislav. The basic tutorial
https://github.com/Je
C) Derelict3 is basically just bindings over the C
functions--you should
use any and all documentation, references, and tutorials
against the C
libraries.
Thanks Justin for the response. Derelict3 does seem to be the
library with the most activity by far. However, it's simply not
good enough
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of development time off
a game project, while making the code more
On Mon, 05 Aug 2013 20:18:29 +0200, Jonathan A Dunlap wrote::
>
> A) No information about its current status: this is scary if its repo
> hasn't been updated in months.
> B) Usually are complex to get working in a new project (manually
> building or searching for undocumented dependency DLLs)
> C)
I am one of the few who have taken a keen interest in D for game
development. The concise language and modern conveniences may be
able to reduce many hours worth of development time off a game
project, while making the code more maintainable. Aside from the
core language, Dlang graphics binding
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