On Tuesday, 14 May 2024 at 12:36:27 UTC, ryuukk_ wrote:
It'll be interesting to know what the experience was for the
maintainer to play around with D (for the first time?)
From what i could gather, problems encountered:
- rvalue ref params (wich led to someone telling him to use
-preview=all
On Monday, 4 March 2024 at 13:37:53 UTC, Fidele wrote:
I want to start learning D programming language it looks
interesting
Answering thread question:
It can be complicated, D has a lot of features and mastering it
will take quite a lot of time.
Since D is statically typed compiled system p
On Saturday, 30 September 2023 at 12:40:29 UTC, Guillaume Piolat
wrote:
On Friday, 29 September 2023 at 16:56:47 UTC, Imperatorn wrote:
Sounds a bit like dependency injection but for state
Possibly, I'm not familiar with dependency injection.
When is it useful?
Dependency injection is a pri
# Release godot-dlang v0.2
This release includes support for Godot 4 RC
## What is godot-dlang?
godot-dlang is a wrapper over Godot engine scripting API using new
native extensions feature, simply put you can now extend engine
using native code in a shared library form.
## What it can be use
Godot is an open source 2d/3d game engine has just released new
beta version!
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-4
Godot-d is a bindings for Godot, latest official release is for
Godot 3 only, however here is a WIP branch for Godot 4 latest
beta-4.
https://github.c
On Wednesday, 9 March 2022 at 10:08:50 UTC, meta wrote:
On Wednesday, 9 March 2022 at 09:04:03 UTC, Martin Nowak wrote:
Glad to announce D 2.099.0, ♥ to the 100 contributors.
This release comes with __traits(parameters), unittests only
from root modules, throw expressions, and plenty of more
On Saturday, 11 December 2021 at 00:47:56 UTC, LorenDB wrote:
On Friday, 10 December 2021 at 17:38:56 UTC, Tim wrote:
I have not released the converter yet. It is currently not
very user friendly and needs many manual changes to the
result, which I want to improve. It also has Qt specific parts
On Friday, 27 August 2021 at 22:45:15 UTC, WebFreak001 wrote:
I'm just worried about how the memory usage will grow with
this, considering dmd never frees.
Still not sure if it *should* be used in same process, but DMD
definitely has -lowmem switch for turning on GC, and for DMD as a
libr
On Thursday, 15 July 2021 at 11:58:28 UTC, Guillaume Piolat wrote:
On Thursday, 15 July 2021 at 02:54:14 UTC, rikki cattermole
wrote:
Will -fvisibility=public support be upstreamed into dmd?
If yes, it might be worth it to get rid of export as a keyword
Please, no. -fvisibility=public doesn't
On Wednesday, 9 June 2021 at 14:05:33 UTC, Steven Schveighoffer
wrote:
On 6/9/21 6:49 AM, Steven Schveighoffer wrote:
On 6/9/21 4:17 AM, evilrat wrote:
Just a note from terms of service:
you get 2000 minutes available for Github Actions every month
for free, however for using Windows hosts it
On Wednesday, 9 June 2021 at 05:20:14 UTC, Jacob Carlborg wrote:
On Tuesday, 8 June 2021 at 19:40:01 UTC, kinke wrote:
Thx for sharing! Interesting; I've recently worked on
something similar, but on Linux hosts and using a
kvm/qemu/libvirt stack for running CI jobs in Windows VMs.
Yeah, this
On Monday, 7 June 2021 at 10:15:28 UTC, evilrat wrote:
On Monday, 7 June 2021 at 09:45:53 UTC, Andrea Fontana wrote:
On Sunday, 6 June 2021 at 10:03:11 UTC, evilrat wrote:
## (oh my) gentool v0.4 is now out.
It is my fancy tool to generate extern(C++) stuff quicker, it
takes regular compiler
On Monday, 7 June 2021 at 09:45:53 UTC, Andrea Fontana wrote:
On Sunday, 6 June 2021 at 10:03:11 UTC, evilrat wrote:
## (oh my) gentool v0.4 is now out.
It is my fancy tool to generate extern(C++) stuff quicker, it
takes regular compiler flags that you usually pass to clang
and translates C
On Sunday, 6 June 2021 at 10:38:22 UTC, sighoya wrote:
On Sunday, 6 June 2021 at 10:03:11 UTC, evilrat wrote:
## (oh my) gentool v0.4 is now out.
It is my fancy tool to generate extern(C++) stuff quicker, it
takes regular compiler flags that you usually pass to clang
and translates C/C
## (oh my) gentool v0.4 is now out.
It is my fancy tool to generate extern(C++) stuff quicker, it
takes regular compiler flags that you usually pass to clang and
translates C/C++ code to D.
This release has one new feature: support pragma mangle on
aggregates (class, struct, etc...).
Also
On Saturday, 5 June 2021 at 10:19:47 UTC, Martin Nowak wrote:
Glad to announce D 2.097.0, ♥ to the 54 contributors.
This release comes with a new `std.sumtype` packcage, support
for `while (auto n = expression)`, an overhauled formatting
package, and many more changes.
http://dlang.org/downl
On Saturday, 5 June 2021 at 10:19:47 UTC, Martin Nowak wrote:
Glad to announce D 2.097.0, ♥ to the 54 contributors.
This release comes with a new `std.sumtype` packcage, support
for `while (auto n = expression)`, an overhauled formatting
package, and many more changes.
http://dlang.org/downl
On Friday, 14 May 2021 at 17:38:54 UTC, Danny Arends wrote:
Hmm, things gotta have a license, why not GPL would CC0 be
better? is attribution and sharing code so weird ?
I think: "license": "proprietary" also doesn't sound very
inviting
It's a WIP tutorial project. It is not finished yet.
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote:
Find the GPL-v3 licensed code here:
https://github.com/DannyArends/CalderaD
You can set up platform filters in dub to automatically match
target platforms without specifying configuration for build.
See this
https://github.com/
On Sunday, 9 May 2021 at 19:35:52 UTC, Gavin Ray wrote:
**However, I had an idea which I haven't seen tried yet, and
have been prototyping:**
- Using `cppyy` in Python (which uses `cling`) for runtime
bindings to C++ and ability to write raw C++ code in Python
strings and JIT compile it.
-
On Friday, 7 May 2021 at 18:17:36 UTC, Jacob Carlborg wrote:
On 2021-05-05 13:54, user1234 wrote:
Thanks for the explanations. BTW I had the same question for
LDC backend being c++, I guess the answer would be similar.
If I understand correctly, the Zig compiler is implemented
partially in Z
On Wednesday, 5 May 2021 at 10:35:23 UTC, Dominikus Dittes
Scherkl wrote:
On Wednesday, 5 May 2021 at 10:01:13 UTC, user1234 wrote:
I have a technical question about the tool itself. It is
mostly written in cpp.
Oh dear!
Isn't it possible to use it to translate itself into D?
To answer both:
(Oh My) Gentool - Yet another C/C++ binding generator.
It is a tool to convert C/C++ code to D usable form. It takes
JSON config, basically all C++ compiler flags and switches, and
outputs extern(C++) declarations, (hopefully) in usable form D!
It can already process (dear) imgui library (imm
On Thursday, 15 April 2021 at 13:36:00 UTC, Imperatorn wrote:
https://forum.dlang.org/post/kofkrulquprdedolc...@forum.dlang.org
On Saturday, 2 February 2019 at 09:41:42 UTC, evilrat wrote:
(Oh My) Gentool - Yet another C/C++ binding generator.
This release has few changes and tweaks, the most
On Saturday, 2 January 2021 at 19:10:59 UTC, Murilo wrote:
I also don't want anyone stealing my idea.
Too late. You already posted it. Technically anyone could "steal"
it from now.
On Tuesday, 7 April 2020 at 19:12:49 UTC, Laurent Tréguier wrote:
So today, I am deprecating DLS, along with its editor
extensions.
I've used it over a year, and unlike code-d it just works. Thank
you for your hard work and good luck!
On Tuesday, 10 March 2020 at 13:24:41 UTC, Martin Nowak wrote:
This release comes with 64-bit Windows binaries, improvements
on C++ integrations
Wow, this is awesome, will check it out later. Thank you guys for
hard work.
On Thursday, 16 May 2019 at 01:05:53 UTC, H. S. Teoh wrote:
...
I hate SFINAE.
But.. But D doesn't have it!11 NOOO!!1!
On Saturday, 2 March 2019 at 18:19:37 UTC, Martin Nowak wrote:
Glad to announce D 2.085.0, ♥ to the 49 contributors.
Oh no! Windows installer is not signed, again.
On Sunday, 10 February 2019 at 19:21:10 UTC, Martin Nowak wrote:
Glad to announce D 2.084.1, ♥ to the 6 contributors.
For some reason Windows installer is not signed, UAC shows this
warning screen and there is no publisher specified.
(Oh My) Gentool - Yet another C/C++ binding generator.
This release has few changes and tweaks, the most important one
is the ability to process templated functions/methods on Windows
and reduction of missing linker symbols numbers.
Please note that it is still in its early stage and may cont
(Oh My) Gentool - Yet another C/C++ binding generator.
I'm glad to announce the new release - version 0.0.3 is now live.
Though I have to release it earlier than I would like to, and
there is some features I haven't finished, overall I'm ok with
how it did.
This release will be the last point
On Tuesday, 11 December 2018 at 10:45:39 UTC, Atila Neves wrote:
A few things that have annoyed me about writing D lately:
https://atilanevesoncode.wordpress.com/2018/12/11/what-d-got-wrong/
Wait, no word about ref parameters? No way!
If you try to bind to typical C++ code they are *EVERYWHER
(Oh My) Gentool - Yet another C/C++ binding generator.
Comparing to previous release there is a whole load of
improvements in nearly all aspects,
it is still in its early stage though. Much cleaner output with
less garbage comparing to last release.
If you used previous version and it was suc
On Saturday, 27 October 2018 at 16:55:23 UTC, Atila Neves wrote:
On Tuesday, 23 October 2018 at 20:32:29 UTC, Andrea Fontana
wrote:
On Tuesday, 23 October 2018 at 20:03:42 UTC, Atila Neves wrote:
We do - it's just very far from being complete. dpp can do
some simple C++ and would have been able
On Tuesday, 10 April 2018 at 11:54:47 UTC, WebFreak001 wrote:
fyi "deprecated" code-d beta and normal code-d is exactly the
same plugin right now using exactly the same serve-d versions,
except for the deprecation message.
I wouldn't be complaining if it's not the case. With normal
code-d i
On Monday, 9 April 2018 at 19:10:46 UTC, Samson wrote:
Today I update code-d serve-d and vsc. After which I got the
notification that
WebFreak001 has deprecate code-d serve-d beta and auto
completion stop working. I saw code-d extension with the same
icon as code-d serve-d beta so I install i
On Friday, 23 June 2017 at 13:31:04 UTC, Petar Kirov [ZombineDev]
wrote:
Hi evilrat. That's unfortunate to hear. I would to suggest a
way forward.
What do you think about joining dlang-community [0] [1]?
That way:
* You remain an owner of your repo, so you can continue to
develop it if
On Friday, 23 June 2017 at 11:34:34 UTC, John Burton wrote:
Ah... Well thank you for your work on this up to now.
I was just looking at these bindings a few days ago,
considering if I should use C++ or D for a little hobby
graphics projects I wanted to look at, and thought I'd maybe
use this
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
I'm sorry to say that, but I have to quit the post of DirectX
bindings maintainer. I haven't yet decided on what to do with dub
package[1], but I'm in favor of completely del
On Thursday, 9 February 2017 at 08:02:23 UTC, Walter Bright wrote:
I do not understand using pseudonyms on github. It can hardly
be a privacy issue, as github doesn't hide your name. But it
definitely impedes your "brand", i.e. your reputation, as it
becomes divided in two. Github does not pr
On Sunday, 22 January 2017 at 17:55:03 UTC, Martin Nowak wrote:
Glad to announce D 2.073.0.
This release comes with a few phobos additions, new -mcpu=avx
and -mscrt switch, and several bugfixes.
http://dlang.org/download.html
http://dlang.org/changelog/2.073.0.html
-Martin
Can we have so
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
A long awaited update - v0.10.0 is out!
Be wary there is still a lot of things untested, and one may
encounter access violation or random crashes.
It is great to see community expanding and
On Saturday, 24 January 2015 at 20:35:23 UTC, Andrej Mitrovic
wrote:
On 5/27/14, evilrat via Digitalmars-d-announce
wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
this is it. i think i can't continue on this one anymore, nor
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
this is it. i think i can't continue on this one anymore, nor do
i have time, nor passion. i've made a lot of work and meet
(almost) no interest. i will be stay in contact, so any pul
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
new additions:
+Direct2D [DX9 state] (though still some helper functions
missing)
+DirectWrite [DX9 state]
+DXGI [DX11.1, DX11.2]
+Direct3D [DX11.1, DX11.2]
examples
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
little update: i'm currently looking at some other not yet
converted stuff such as Direct2D, DirectWrite and DXVA(video
decoding). can't say anything for now, i don't
On Saturday, 17 May 2014 at 19:00:12 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
Probably with a good D wrapper coding in DirectX could be fun,
especially since the API is apparently stateless.
Btw, I think Adam Wilson mentioned that your bindings are
slightly out
of date. He appare
On Thursday, 15 May 2014 at 05:01:14 UTC, Manu via
Digitalmars-d-announce wrote:
I tried to gather support for a community game project
(FeedBack).
Lots of interest, but nobody actually joined the party when I
kicked
it off.
On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce
wro
On Monday, 14 April 2014 at 23:25:54 UTC, Meta wrote:
Now when trying to debug with Mago, I get the error message:
"Cannot launch debugger on
hr = 8910016"
x64 build? mago is only x86 debugger
On Friday, 14 February 2014 at 01:26:18 UTC, Alexander Bothe
wrote:
Okay, just implemented a completion mode for method overrides.
I won't explain this over here, as there are screenshots
depicting everything properly already :-)
http://mono-d.alexanderbothe.com/method-override-completion-v1
On Tuesday, 4 February 2014 at 10:37:19 UTC, Kapps wrote:
On Tuesday, 4 February 2014 at 06:58:02 UTC, evilrat wrote:
i have some strange behaviour when building with -O, if in
short it reports taking address of interface as dereferencing
null. error reported with 2.065 beta2 and beta3, but i
i have some strange behaviour when building with -O, if in short
it reports taking address of interface as dereferencing null.
error reported with 2.065 beta2 and beta3, but i don't remember
if i had this on 2.064. any advices?
here is repro case(for simplicity use dub)
https://gist.github.com
On Monday, 3 February 2014 at 18:37:20 UTC, Andrew Edwards wrote:
Windows users, please give the new installer a try. It has been
updated to facilitate proper installation.
vc2013/win 8.1/winsdk 8.1
detects visual studio correctly, path to win sdk correctly.
has wrong path to mspdb120.dll, cur
On Sunday, 26 January 2014 at 23:38:56 UTC, Andrew Edwards wrote:
We've made a lot of progress towards the 2.065 stable release.
Available binaries are as follows:
Windows
http://ftp.digitalmars.com/dmd.2.065.0-b2.exe
http://ftp.digitalmars.com/dmd.2.065.0-b2.windows.zip
for
it has been for a long time since i released this bindings, so i
wonder if anyone uses this in their projects? it would be nice to
see some results of projects using this bindings :)
On Wednesday, 29 January 2014 at 05:12:45 UTC, Rikki Cattermole
wrote:
For simple static bindings, it looks fine. You'll probably have
fun getting it to work on Windows 32 bit though. Thank you OMF.
what fun? using (coff)implib once? come on, that's not that hard
at all...
the only "fun" i
On Tuesday, 28 January 2014 at 13:59:48 UTC, Iain Buclaw wrote:
On 28 January 2014 13:24, evilrat wrote:
On Tuesday, 28 January 2014 at 10:03:03 UTC, Jacob Carlborg
wrote:
On 2014-01-28 04:00, Sarath Kodali wrote:
Next month I will be releasing an alpha version with support
for Linux,
x86
On Tuesday, 28 January 2014 at 10:03:03 UTC, Jacob Carlborg wrote:
On 2014-01-28 04:00, Sarath Kodali wrote:
Next month I will be releasing an alpha version with support
for Linux,
x86, Elf+Dwarf, DMD and GCC.
I'm waiting for the OS X version :)
not going happen until dmd gets fixed. i'm n
On Tuesday, 14 January 2014 at 14:43:26 UTC, Alexander Bothe
wrote:
On Tuesday, 14 January 2014 at 14:25:31 UTC, evilrat wrote:
On Tuesday, 14 January 2014 at 14:12:54 UTC, Alexander Bothe
wrote:
If you tried running your D programw with gdb, made a
breakpoint at _Dmain and stepped through the
On Tuesday, 14 January 2014 at 14:12:54 UTC, Alexander Bothe
wrote:
If you tried running your D programw with gdb, made a
breakpoint at _Dmain and stepped through the method's code ...
gdb test run (idk why i run with mi2 :( )
http://pastebin.com/U7UTNfxM
lldb just to compare =0
http://pastebi
On Tuesday, 14 January 2014 at 14:12:54 UTC, Alexander Bothe
wrote:
Could you locate the binary libphobos file, open it e.g. with
SciTE and look for some mangled string that contains
'finddata', such as
_D2rt15deh_win64_posix13__eh_finddataFPvZPyS2rt15deh_win64_posix9FuncTable
- something like
On Tuesday, 14 January 2014 at 13:16:12 UTC, Alexander Bothe
wrote:
On Tuesday, 14 January 2014 at 13:06:05 UTC, evilrat wrote:
gdb plugin version 0.2.5 still gives the same error.
Ah, sorry, I should've mentioned it:
There's an option panel called "Gdb.D" now where you
On Tuesday, 14 January 2014 at 12:06:36 UTC, Alexander Bothe
wrote:
On Tuesday, 14 January 2014 at 08:50:09 UTC, evilrat wrote:
On Tuesday, 14 January 2014 at 08:07:57 UTC, Jacob Carlborg
wrote:
On 2014-01-14 05:10, evilrat wrote:
running "gdb --interpreter=mi2" launches it w
On Tuesday, 14 January 2014 at 08:07:57 UTC, Jacob Carlborg wrote:
On 2014-01-14 05:10, evilrat wrote:
running "gdb --interpreter=mi2" launches it without any
warnings and
errors.
(my gdb version is 7.6)
I have GNU gdb 6.3.50-20050815 (Apple version gdb-1824). And
when I laun
On Tuesday, 14 January 2014 at 05:04:42 UTC, Alexander Bothe
wrote:
On Tuesday, 14 January 2014 at 04:15:50 UTC, evilrat wrote:
"ApplicationName='gdb', CommandLine=-quiet -fullname -i=mi2',
CurrentDirectory=", NativeError= Cannot find the specified file
Okay, I think
On Tuesday, 14 January 2014 at 04:10:03 UTC, evilrat wrote:
On Monday, 13 January 2014 at 14:50:05 UTC, Alexander Bothe
wrote:
So according to Jacob's comment it's actually possible to get
gdb on OSX - but probably just with a wrong build
configuration, i.e. the mi2 interface for
On Monday, 13 January 2014 at 14:50:05 UTC, Alexander Bothe wrote:
So according to Jacob's comment it's actually possible to get
gdb on OSX - but probably just with a wrong build
configuration, i.e. the mi2 interface for gdb is not available
- or is it? Just try executing gdb --interpreter=mi2
On Monday, 13 January 2014 at 11:03:45 UTC, Alexander Bothe wrote:
On Monday, 13 January 2014 at 05:25:31 UTC, evilrat wrote:
after about half year i tried it again on OS X, and Mono-D is
quite good for writing the code, but... the debug!!11
can we haz some GDB or LLDB(or both :)) support
On Sunday, 12 January 2014 at 23:40:33 UTC, Alexander Bothe wrote:
Hi everyone,
Just wrote annotated v1.2.7 of Mono-D:
http://mono-d.alexanderbothe.com/completion-ldc2-compatibility-dub-fix-v1-2-7
I'm too lazy to mention every part of it again over here - if
there are questions: Here, in #d.mo
On Friday, 10 January 2014 at 09:54:27 UTC, anthony wrote:
Hi Dejan,
GTK is not an option for me mainly because I do not like the
way programs written with appears on the screen. It is a
little...ugly! Qt does a lot better in that field, it also has
(QT) better documentation, better tools etc
On Thursday, 9 January 2014 at 16:09:11 UTC, anthony wrote:
Thanks for the (ultra fast) reply!
I has that coming that P/Invoke is the only way, unfortunately.
Are you aware of any other problems using this technique ?
why unfortunately? using this in visual studio allows me debug
both C#/D c
On Saturday, 4 January 2014 at 14:41:02 UTC, Jacob Carlborg wrote:
On 2014-01-04 13:21, evilrat wrote:
so this is a tool which could build dmd & phobos from git
master
branch(or any else) and later switch between that newly build
version
and 2.064 release?
Unfortunately no. It can b
On Friday, 3 January 2014 at 12:04:33 UTC, Jacob Carlborg wrote:
I just released a new version of DVM, 0.4.2. The biggest news
for this release is that the source code has been ported to D2
and I'm bringing back support for 64bit platforms. Except from
this it's mostly a minor release.
For pr
On Sunday, 22 December 2013 at 01:24:50 UTC, Kelet wrote:
Thanks for all of the hard work, Jeremy.
DSFML is definitely one of the libraries helping D move forward
as a first class game development platform.
Regards,
Kelet
oh and i guess no one use DirectX in AAA titles now, such a
shame...
On Tuesday, 12 November 2013 at 08:06:24 UTC, Rainer Schuetze
wrote:
If you switch the debugger to "Mago", the conversion is no
longer needed, so you can still build and debug Win32
executables.
mago gives "cannot launch debugger on %appname%. hr = 897...", so
only x64 debugger left for usage
On Sunday, 10 November 2013 at 08:53:08 UTC, evilrat wrote:
ok i forgot about output pane. so what i see here...
ConsoleApp1\Debug\ConsoleApp1.pdb: cannot load PDB helper DLL
so the problem with debug server formats?
i wish it would work with visual studio 2013 soon, but at least
x64 debug
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:
On 11/3/13, evilrat wrote:
https://github.com/evilrat666/directx-d
Nice!
I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.
MSDN says they recommend not using
ok i forgot about output pane. so what i see here...
ConsoleApp1\Debug\ConsoleApp1.pdb: cannot load PDB helper DLL
On Sunday, 10 November 2013 at 07:13:26 UTC, Nicholas Londey
wrote:
Have a look at this and see if that helps. I think I got it
working in vs2013 because it was the announcement that it
should be working that prompted me to find out why it wasn't.
http://d.puremagic.com/issues/show_bug.cgi?id=
On Saturday, 2 November 2013 at 14:40:56 UTC, Rainer Schuetze
wrote:
* Installer now supports VS 2013, updated to cv2pdb 0.27,
mago 0.8, fixes x64 debugger in VS 2012 Shell
unfortuantely it doesn't works with VS 2013, it installs and
registers with visual studio, but whenever i hit the b
On Saturday, 9 November 2013 at 17:04:35 UTC, Andrej Mitrovic
wrote:
Is it possible to add a feature to sort the view by the added
date of
a package (rather than just updated/name sorting)? Sometimes
I'd like
to see which packages are new in the registry.
that would be really useful. who kn
On Thursday, 7 November 2013 at 16:25:47 UTC, Brad Anderson wrote:
On Thursday, 7 November 2013 at 08:58:50 UTC, tester wrote:
how do make that comiler work?
[Issue 11457] New: Cannot compile 64bit apps with Visual
Studio 2013
this is a desaster for me. was that release tested? if i amand
th
On Friday, 8 November 2013 at 11:37:38 UTC, liyu wrote:
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
Greetings,
many of you may notice lack of (up-to-date and working)
DirectX bindings, one may also seen my activity on d.learn sub
forum. so let me announce yet another bindings
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:
On 11/3/13, evilrat wrote:
https://github.com/evilrat666/directx-d
Nice!
I tried porting one of the samples from the SDK but it uses
D3DX11CompileFromFile which is missing in the bindings.
MSDN says they recommend not using
On Thursday, 7 November 2013 at 11:42:25 UTC, tester wrote:
does not work with the installer either.
that really sucks
well, this is because most people stick with linux, and i think
there few to noone win8 users. so here is the result ...
i have finished dub transition, git repo should pop up on dub
registry soon.
On Thursday, 7 November 2013 at 08:58:50 UTC, tester wrote:
how do make that comiler work?
[Issue 11457] New: Cannot compile 64bit apps with Visual Studio
2013
this is a desaster for me. was that release tested? if i amand
the pathes and run as admin or not - it will not find the libs
(user3
On Wednesday, 6 November 2013 at 14:44:59 UTC, Dicebot wrote:
On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote:
also if you look at my repo u can see it has examples
subfolder, should i put package.json there too or it would be
simpler to add custom build script for building all
On Wednesday, 6 November 2013 at 14:25:46 UTC, Mike Parker wrote:
On 11/6/2013 6:29 PM, evilrat wrote:
i have added dub package to this bindings, need testing. i
don't have an
idea how it works since dub lacks documentation.
http://code.dlang.org/about
http://code.dlang.org/package-f
i have added dub package to this bindings, need testing. i don't
have an idea how it works since dub lacks documentation.
On Sunday, 3 November 2013 at 08:42:52 UTC, ponce wrote:
Hi,
Good work.
While porting header to D you can use:
alias int _D3D_SHADER_INPUT_FLAGS
enum : _D3D_SHADER_INPUT_FLAGS
{
D3D_SIF_USERPACKED= 1,
// others...
}
instead of:
enum _D3D_SHADER_INPUT_FLAGS
{
Greetings,
many of you may notice lack of (up-to-date and working) DirectX
bindings, one may also seen my activity on d.learn sub forum. so
let me announce yet another bindings for DirectX which one may
fork right now from github!
https://github.com/evilrat666/directx-d
please be careful tho
On Tuesday, 13 August 2013 at 10:41:49 UTC, David wrote:
This shouldn't happen and doesn't happen for me. Easiest way to
use gl3n
(and also what I recommend) is to use it as git submodule or
simply copy
the sources into your project and integrate it into your
buildsystem.
ok thanks, i'll tr
On Monday, 12 August 2013 at 13:45:46 UTC, David wrote:
Did you confuse gles2 (GL ES 2.0) with gl3n? Or did you speak of
glamour, which has indeed gl3n interaction, which can be turned
on with
-version=gl3n: make DCFLAGS+="-version=gl3n".
But I recommend you to include gl3n and glamour as subm
On Monday, 5 August 2013 at 21:42:59 UTC, David wrote:
glad - is an OpenGL loader (with experimental gles support,
--api=gles2)
...
i looked at this on github and see an option to build with gl3n,
then i see what it is, and looks like gl3n is a 'must have' for
my simple tasks. but for some re
On Monday, 22 April 2013 at 04:13:02 UTC, Alexandr Druzhinin
wrote:
your job is very useful, but building failed with the error:
Guigle\FileSaver.d(144): Error: undefined identifier listDir
the same error appear in every file using listDir symbol of
course. How to fix that?
And also I'm curious
On Saturday, 19 January 2013 at 15:32:46 UTC, David wrote:
I compile pre-compile glfw for windows, but on Linux/OSX etc. I
have it
as submodule and it works fine! :)
works for me too, but this is sad that i need to use 3rd party
libs just to create render window and handling input(well, it'
On Sunday, 13 January 2013 at 10:47:41 UTC, David wrote:
Seems like I have ran into the 1% with all of the C projects I
use.
cause my pc dead i'm now also forced to use glfw on osx(cause
x11-d wrapper works on linux only), now i know why you are felt
to that 1%, you are trying to use unstab
On Saturday, 12 January 2013 at 16:34:12 UTC, David wrote:
Using make with D works great, also there is cmake for D. But
try to use
two tools (d buildscript and let's say cmake) on windows. You
have to
force the user to either install mingw/cygwin or cmake/make and
VS
(cmake can only generate
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