Re: BulletD needs your help!

2016-07-08 Thread BLM768 via Digitalmars-d-announce
On Friday, 8 July 2016 at 07:59:42 UTC, Dechcaudron wrote: Hey there, I'm sad this post hasn't called anyone's attention so far. While I am defintely interested to have BulletD become a thing, I sadly can't collaborate with it so far. It's been on my mind to give Bullet as a physics engine a

BulletD needs your help!

2016-07-04 Thread BLM768 via Digitalmars-d-announce
A couple of years ago, I started writing some bindings for the Bullet Physics library (bulletphysics.org). This was well before D's new C++ interop features, so I wrote a hacky little chain of build scripts (which generated each other about 3 levels deep!). The thing actually worked to a certai

Re: So You Want To Write Your Own Language

2015-12-23 Thread BLM768 via Digitalmars-d-announce
On Thursday, 24 December 2015 at 01:08:38 UTC, Walter Bright wrote: This has resurfaced on Reddit: https://www.reddit.com/r/programming/comments/3xya5v/so_you_want_to_write_your_own_language/ I might end up using this. It seems like there aren't many better ways to really learn about programm

Re: Reviving BulletD -- again

2013-05-28 Thread BLM768
On Tuesday, 28 May 2013 at 17:37:27 UTC, F i L wrote: I know Bullet is the most noteworthy open-source physics library, but if you intent is to have a D-style physics lib for games/apps you might have a lot more success porting a C# physics engine like Jitter (http://jitter-physics.com/wordpre

Re: Reviving BulletD -- again

2013-05-27 Thread BLM768
On Monday, 15 April 2013 at 05:26:27 UTC, BLM768 wrote: If I can automate the generation of bindings to a satisfactory degree, expanding the bindings should be a very simple process, so I could just write bindings for the core functionality and have others expand the bindings as needed. That

Re: Reviving BulletD -- again

2013-04-14 Thread BLM768
On Sunday, 14 April 2013 at 21:38:49 UTC, Rob T wrote: Just a wild thought and probably not possible, but if there's a layer in Bullet that provides the core functionality and does not require classes, then you could create a C wrapper for it alone, then build the C++ layer up using D. --rt

Re: Reviving BulletD -- again

2013-04-13 Thread BLM768
After re-analyzing the magnitude of the project in light of the rather lukewarm response I've gotten so far, I think that I may indeed have to move to a wrapper system. I'm currently weighing my options: extern(C++) interfaces: From what I understand, these are not well-supported outside of D

Re: HibernateD and DDBC - ORM and DB abstraction layer for D

2013-04-08 Thread BLM768
On Saturday, 6 April 2013 at 12:50:19 UTC, Suliman wrote: Because people want standards. For example people want GUI for D, but most of the people agree that it would bad idea to create 10 different GUIs, and it's better have one official GUI. Look at .NET it's include most of things that deve

Re: Reviving BulletD -- again

2013-03-23 Thread BLM768
Why a port instead of a wrapper? I initially tried to generate a wrapper with SWIG, but Bullet uses nested classes, which cause SWIG to choke. I could write my own wrapper, but it would cause a loss of flexibility (especially with templates) and introduce a bit of overhead. Considering the s

Reviving BulletD -- again

2013-03-23 Thread BLM768
o I'll need to get those fleshed out. If anyone feels like participating, feel free to port a module or two and submit a pull request at github.com/blm768/bulletD. The current focus is getting the already-ported modules revised (and rewritten where necessary), especially in the linearMath subdirectory because so many modules depend on that code.

Re: Abstract Database Interface

2012-12-24 Thread BLM768
I was kind of shocked to find this thread at the top of the list again; I thought it had died. :) This is a very interesting time for the thread to revive because I was just thinking about the project this morning... Now that my interest has revived a bit, I'm trying to figure out how to get

Re: Abstract Database Interface

2012-10-29 Thread BLM768
If I recall correctly, Squeryl use Scala AST macros to support a query syntax, that in D would look, as below: class Person : Model { } void main () { auto p = new Person; p.name = "John Doe"; p.save(); p = Person.where!(x => x.name == "John Doe"); } If you make x some fa

Re: Abstract Database Interface

2012-10-29 Thread BLM768
You can have a look at DataMapper. That's also for Ruby but it's not specific for SQL, if I recall correctly. Have a look at some ORM library written in Scala, I would guess they can be quite innovative and it's statically typed. http://squeryl.org/index.html http://datamapper.org/ Those

Re: Abstract Database Interface

2012-10-29 Thread BLM768
My point was just that you removed the key features and soul of ActiveRecord. Without these features it's just like any other ORM library. That's a good point. I haven't had any experience with other ORM libraries, so ActiveRecord was the closest thing that came to mind. I definitely do w

Re: Abstract Database Interface

2012-10-29 Thread BLM768
Looking at the API used in this example it would say that it's not very interesting and not very ActiveRecrod like. I think this looks more interesting and more like ActiveRecrod: class Person : Model { } void main () { auto p = new Person; p.name = "John Doe"; p.save(); p

Re: Abstract Database Interface

2012-10-29 Thread BLM768
I am working on similar project, named SQLd[1]. If you are interested, we can join forces and work togheder :) IRC Nick: Robik [1]: http://github.com/robik/SQLd That might be a good idea. I haven't done much for supporting different databases, so getting more backend support would be quite

Abstract Database Interface

2012-10-27 Thread BLM768
I've recently been working with Ruby's ActiveRecord as part of my job, and I realized that D was powerful enough to make a similar abstraction layer. I've been playing with the idea for a little while, and I've put up some code at https://github.com/blm768/adbi

Re: Progress on DGE

2012-10-18 Thread BLM768
I think your engine is very interesting! I'm myself working on a game framework for D (with some kind of engine built in). Would it be okey to port your code to my framework? It's been a while since I pushed to my public repo but you can maybe get an idea what I'm working on: https://github.c

Progress on DGE

2012-10-15 Thread BLM768
I haven't posted a progress update on my game engine project, DGE, for a while. I've managed to find the source of a major bug that was holding back development, and I've been making sporadic improvements ever since. It's still very incomplete and a bit buggy, but at least it draws stuff now. :

Re: Bullet Physics in D

2012-08-22 Thread BLM768
I've used Bullet in a professional capacity, and I'd hesitant to force the GC on your users. I'd port their allocators and supply implementations that map to malloc or the GC and let users that have their own heap implementations map them to those. There are a couple of reasons for this: 1

Re: Bullet Physics in D

2012-08-22 Thread BLM768
I'm trying to figure out the allocation model that the port should use. Bullet normally provides its own allocators for efficiency, but I've been trying to integrate the port with the GC where it's practical. Does anyone have suggestions on the best approach? I'm not too familiar with Bullet's

Re: Bullet Physics in D

2012-08-22 Thread BLM768
On Wednesday, 22 August 2012 at 18:39:40 UTC, BLM768 wrote: What do you think of moving to github? It makes contributing a lot easier. I'm fine with that. I should have it moved within an hour. OK; got it moved. It's at https://github.com/blm768/BulletD.

Re: Bullet Physics in D

2012-08-22 Thread BLM768
What do you think of moving to github? It makes contributing a lot easier. I'm fine with that. I should have it moved within an hour.

Re: Bullet Physics in D

2012-08-22 Thread BLM768
You could make use of the OpenCL bindings for D. https://github.com/Trass3r/cl4d -- Paulo That should work. I'll probably focus on the OpenCL stuff last, but I'll keep that in mind; it should help make the porting a little easier.

Bullet Physics in D

2012-08-21 Thread BLM768
A while back, I tried porting Bullet Physics to D, and I decided to resume work on it. I've got the code I've ported so far at sourceforge.net/projects/bulletd. I wrote most of the code when I was early in my D learning experience, so it's fairly rough, and it's nowhere near complete (a rough l

Re: A couple of new libraries

2012-06-20 Thread BLM768
Can you tell us more about the GUI library, like: * Which platforms and GUI systems it's available on * Does it use native drawing operations * Or is it more directed to gaming It's currently Windows-only, but the plan is to make it cross-platform. It's designed for native widgets. So far,

Re: A couple of new libraries

2012-06-20 Thread BLM768
Does the d-game-engine use an octree ? I haven't really implemented any sort of BVH yet. I'm thinking about using a sphere tree or AABBs instead of an octree, but I'm not sure what I'm doing about that. Right now, the focus is on fixing and finishing the shader code.

A couple of new libraries

2012-06-20 Thread BLM768
I've been working on a couple of D projects. The first one is a game engine at sourceforge.net/projects/d-game-engine; the other is a GUI library that I haven't uploaded because I still need a name for it. Both are in pre-alpha state, but hopefully they won't stay that way for too long. If anyo