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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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. :
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
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
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.
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.
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.
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
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,
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.
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
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