Guillaume Piolat wrote:
Any input concerning stb_vorbis vs Tremor? Tremor is twice the code size
and I'm not sure the one to be favoured.
tbh, i didn't really tested stb much (if at all). it *should* work, but...
my audio player was based on tremor, so it is better tested. maybe just
make `v
Guillaume Piolat wrote:
On Wednesday, 18 March 2020 at 18:49:23 UTC, ketmar wrote:
glad you found it useful! but why only that? there is GPL Opus decoder
too, and two decoders for Ogg/Vorbis: stb and complete port of the
official Xyph tremor library. also, you can find a resampler there,
ta
Guillaume Piolat wrote:
On Wednesday, 18 March 2020 at 18:41:11 UTC, Guillaume Piolat wrote:
audio-formats is a new pure D #DUB package that allows to decode and
encode audio files.
Also: it's just a custom repackaging of the huge work of Ketmar.
https://repo.or.cz/iv.d.git
glad you found
Adam D. Ruppe wrote:
I am bumping the arsd repo dub's version number to 4.0.0. (this is super
super arbitrary for me though, I very rarely ACTUALLY break backward
compatibility, in fact I try to be both backward and forward compatible
with myself and with dmd versions, just meh)
yay, so your
H. S. Teoh wrote:
actually, there is a 3rd issue, which is often overlooked: conversion
from string to float. to get a perfect roundtrip, this one should be
done right too.
Doesn't hex output format (e.g. std.format's %a and %A) already solve
this? It basically outputs the exact bits in hex. N
Basile B. wrote:
On Sunday, 30 December 2018 at 12:19:19 UTC, ketmar wrote:
too bad that i didn't knew about Ryu back than.
It's very recent, announce on proggit is < 1 year.
It would be nice to have one to format in phobos. RYU or Grisu3 doesn't
matter much as long as the two issues that a
i think that porting Ryu will get us the fastest one (and with
smaller/easier code). and without pathological cases of grisu too. too bad
that i didn't knew about Ryu back than.
as for roundtrips -- you're probably right. stb implementation was made to
be "mostly correct", afair, but not fully
Stefan Koch wrote:
Hi Guys,
during my research on floating point numbers I came across a short and
efficient implementation[0] of the grisu2 algorithm for converting
floating point numbers into strings.
Which I then ported into CTFEable D code.
Thus enabling you to convert doubles into stri
Basile B. wrote:
On Sunday, 1 July 2018 at 15:03:30 UTC, ketmar wrote:
Basile B. wrote:
I've recently ported libfirm to D.
great news and great work, thank you. yet i must admit that wrapping !=
porting.
Right, i have used the wrong words. Title hopefully is not ambiguous.
ah, tbh, i'm
Basile B. wrote:
On Sunday, 1 July 2018 at 15:03:30 UTC, ketmar wrote:
Basile B. wrote:
I've recently ported libfirm to D.
great news and great work, thank you. yet i must admit that wrapping !=
porting. for a moment you made my heart stopped, 'cause i thought that i
wasted alot of time t
Basile B. wrote:
I've recently ported libfirm to D.
great news and great work, thank you. yet i must admit that wrapping !=
porting. for a moment you made my heart stopped, 'cause i thought that i
wasted alot of time trying to do a proper port (nope, not finished, but still...).
Basile B. wrote:
I hadn't announced the 5 or 6 latest releases (3.6.x series) but this one
comes with an integrated terminal emulator (linux only), a bit like Geany
does, if you see what i mean.
See https://github.com/BBasile/Coedit/releases for changelog and download
links.
yay!
Seb wrote:
Someone revived the Expressive C++17 Coding Challenge thread today and I
thought this is an excellent opportunity to revive my blog and finally
write an article showing why I like D so much:
https://seb.wilzba.ch/b/2018/02/the-expressive-c17-coding-challenge-in-d
It's mostly targe
Andrej Mitrovic wrote:
ah, 'cmon, we can hash the whole source file! let's move build system's
work to linker! ;-)
sorry, but this is really overkill. tracking changed files and rebuilding
'em on demand is something your build system should do.
great. yet i think that the page should note that people are listed in
alphabetical order, not in any "importance" order.
Taylor Hillegeist wrote:
On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:
major update: entity logic is completely driven by external
...
you're welcome to study MES compiler implementation if you like. it is
contained in one file (mesengine.d), and is not that hard to follow.
I ho
major update: entity logic is completely driven by external scripts now! ;-)
most of "monsters.d" code moved to MES scripts. also, entity (actor in the
terms of the engine) management was completely rewritten, so it mostly
doesn't allocate in game loop.
"what is MES?", one may ask. ok, MES is
Mengu wrote:
On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky (Abscissa)
wrote:
On 11/24/2017 08:28 PM, ketmar wrote:
quickfix. forgot to properly set requested OpenGL version.
http://files.catbox.moe/lx02hz.7z
Very cool! Works under wine for me. Not a game I was familiar with,
Nick Sabalausky (Abscissa) wrote:
On 11/24/2017 08:28 PM, ketmar wrote:
quickfix. forgot to properly set requested OpenGL version.
http://files.catbox.moe/lx02hz.7z
Very cool! Works under wine for me. Not a game I was familiar with, so
it's cool learning hands-on about more of Konami's back
quickfix. forgot to properly set requested OpenGL version.
http://files.catbox.moe/lx02hz.7z
latest binary. some fixes, nicer title screen, alt now shoots too...
http://files.catbox.moe/k7xxn0.7z
bauss wrote:
On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
recently i worked on remake of DOS remake of Konami's Knightmare
game[0]. the game is playable now, it has music from original MSX
Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of
course, and it is
Martin Drašar wrote:
Neat! Instead of working, I was spamming shift like crazy...
glad that you liked it! this little thingy is very addictive. ;-)
Now, when you say a partial port, did you make some automated
translation or it is just a manual labor with lotta love?
fully manual work. ah, e
recently i worked on remake of DOS remake of Konami's Knightmare game[0].
the game is playable now, it has music from original MSX Knightmare, and
sfx/gfx/levels from DOS remake. it is written in D, of course, and it is
FOSS. you can find the sources here[1].
as usual, you'll need my IV module
Mengu wrote:
dude, didn't know you were sitting on a gold mine (iv). thanks for
sharing!
you're welcome. if you need something other than GPL on some modules, this
is usually negotiable (for free ;-).
in the wootedit repo[0] you can find a very simple (but working)
collaborative notepad implementation, based on WOOT algorithm[1][2].
if you ever wanted to know how all those collaborative editors were done...
look no further! ;-) wootedit is simple, but complete implementation of
such editor,
Guillaume Piolat wrote:
On Saturday, 17 June 2017 at 13:05:50 UTC, Adam D. Ruppe wrote:
This is why I consider @nogc to be an *extremely* niche feature and
generally harmful. It makes things look a lot harder than it really is -
people confuse `@nogc` with "no gc". Instead, I suggest just mi
Steven Schveighoffer wrote:
At least in terms of i/o printing to the console or whatnot, it would be
cool to be able to do so at compile-time just directly with writeln. As
of now, a CTFE function can't call writeln, and it also can't pragma(msg,
...) because it has to be written as a runtime
Petar Kirov [ZombineDev] wrote:
Personally, making contracts less verbose and more powerful is much
higher on my list (I don't remember ever needing to use 'body' as an
identifier, but I see why is it important for many domains)
yeah. i'm really tired to use `flesh` instead of it. and i have
On Monday, 15 May 2017 at 03:09:09 UTC, Walter Bright wrote:
On 5/14/2017 7:44 PM, ketmar wrote:
sorry for being rude,
Then please do not post rude comments. We expect professional
decorum here.
sorry. i never got any money for using D, so i'm certainly not a
professional ('cause professio
Walter Bright wrote:
https://github.com/dlang/dmd/pull/6777
It turned out to be unexpectedly easy to implement.
The only downside is now we have to rather tediously tweak the error
message texts so they use backticks.
sorry for being rude, but this is exactly the example of things programme
Jack Stouffer wrote:
On Friday, 7 April 2017 at 15:14:40 UTC, Walter Bright wrote:
https://github.com/dlang/dmd/pull/6680
Yes, this is for real! Symantec has given their permission to relicense
it. Thank you, Symantec!
Something that just popped into my head:
You've said that you've avoide
Walter Bright wrote:
Note that this also resolves the long-standing legal issue with D's
inline assembler being backend licensed, and so not portable to gdc/ldc.
yay!
Walter Bright wrote:
https://github.com/dlang/dmd/pull/6680
Yes, this is for real! Symantec has given their permission to relicense
it. Thank you, Symantec!
i don't even know what to say... thank you! i didn't even hoped that this
will happen. what a glorious day today.
some updates:
* region.txt support for skins;
* reworked equalizer (smaller, faster);
* background scanner for playlist items (Amper won't hang when adding alot
of files to playlist anymore);
* ID3v2 parser, so mp3s will have (some) metainfo too;
* fully configurable global hotkeys (including h
fixed some issues with 64bits compilation. tnx, NotSpooky!
yet it is not possible to build 64bit Amper due to dmd bug:
Error: undefined identifier '__va_list_tag'
yes, exactly like that: no error line, nothing more. sorry, i don't have
64bit system, so i cannot do much with that. i tri
ketmar wrote:
if you have all the pathes set right, "rdmd amper.d" will start Amper.
quickfix: "rdmd -J. amper.d" ;-)
Guillaume Piolat wrote:
There is a crazy amount of work here. Congrats ketmar.
I've always been curious of what Amper looked like!
tnx. it will be even more impressive with equalizer UI finished! ;-)
there is no documentation on Amper console commands, but i can secretly
tell you that user i
Claude wrote:
On Friday, 17 March 2017 at 06:33:38 UTC, ketmar wrote:
* pure D audio code, no external decoder libraries required (and no SDL);
* supports FLAC, Vorbis, Opus, MP3 playback;
* various hardware sampling rates with transparent resampling of source
audio;
* multiband equalizer (th
first, this is a weekend project to improve the underlying libraries, not a
rival for existing audio/media players. yet it still may be of some
interest.
Amper is a WinAMP2/XMMS insipred player, with WinAMP2/XMMS skin support. it
is using X11 for UI and ALSA for sound output. some ineresting f
i said that i won't do Opus port, so of course i did it[0].
this is preliminary release, it works on some Opus files i have
(and some i made with ffmpeg). there will be some improvements,
but the code is already usable. it decodes mono or stereo
ogg/opus streams to interleaved 16-bit pcm.
th
On Sunday, 25 December 2016 at 19:41:38 UTC, Johannes Pfau wrote:
Happy holidays everybody,
great work! long live gdc! ;-)
here[1] is $subj. it is as close to the original C source as
possible. it also includes partial vorbisfile port, so it is
completely self-contained and doesn't require any C library
besides libc.
there is also sample ALSA player[2]. it requires ALSA bindins[3].
grab it now while it's hot, 'ca
ACHIEVEMENT UNLOCKED!
contrary to what i said ealier, there is now a way to get list of
known files, with their times and packed size (if containter
supports that feature).
zip reader now understands all standard zip methods (including
"shrink", "reduce" and "implode"), and LZMA (no external lzma
library required)
On Monday, 31 October 2016 at 13:40:38 UTC, John Colvin wrote:
If you could put up with putting each file (or maybe group of
files that might form one dub package) in to a separate folder,
add a dub.sdl for each folder, put a single dub.sdl in the root
folder with all the other folders listed i
On Monday, 31 October 2016 at 09:22:22 UTC, Martin Drašar wrote:
Neat! Not that I need a physics engine right now, but it is
always good to have implementation of some structures at hand.
thank you.
Anyway, tht Invisible Vector project of yours, is it a
collection of useful stuff like Adam's a
hi. i was in need of very simple (yet usable for something more
than "hey, this is how Big Players doing physics!") 2d physics
engine for some of my pet projects, and i decided to use Box2D
Lite as base (mostly 'cause it has simple joints implemented). so
i ported it, mutilated it and had it wo
On Friday, 16 September 2016 at 14:12:49 UTC, c-v-i wrote:
On Friday, 16 September 2016 at 12:53:44 UTC, Mike Parker > can
someone build atrium ?
i did it several times, even without dub.
On Wednesday, 14 September 2016 at 13:04:40 UTC, ketmar wrote:
in my editor i'm simply using rgb in [0..255] range, and
mapping that to what terminal has. yet it is probably not the
best way to make something nice looking when only 16 colors are
available. heh, i should try and see how it will
On Wednesday, 14 September 2016 at 13:08:18 UTC, Rory McGuire
wrote:
Screenshots here are what can be done with terminal/ascii:
http://caca.zoy.org/wiki/libcaca
still, you can't use shading charaters to color text, so 16
colors for text output won't look that impressive. ;-)
p.p.s. yep, VT-100 had only 4 functional keys, so we still
enjoying having 'em encoded separately from the others.
On Wednesday, 14 September 2016 at 13:04:40 UTC, ketmar wrote:
On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin
CSI-with-modifier codes: \e[1;
this is common format for keys with modifiers, actually. let me
quote my rawtty2:
bool xtermMods (uint mci) @nogc {
switch (mci) {
On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin
wrote:
Thank you!
Now dlangui terminal mode supports only 16 colors.
Some refactoring is required to support RGB colors.
in my editor i'm simply using rgb in [0..255] range, and mapping
that to what terminal has. yet it is probably
On Tuesday, 13 September 2016 at 12:29:47 UTC, Vadim Lopatin
wrote:
Screenshots on imgur: http://imgur.com/a/eaRiT
btw. please note that on most GNU/Linux terminals you can use
simple RGB colors (with each component in [0..5] range). IRL if
$TERM != "Linux", it is safe to assume that terminal
On Friday, 9 September 2016 at 12:52:35 UTC, Vadim Lopatin wrote:
Thank you!
I'll look at it.
feel free to ping me on IRC if you'll have any questions.
On Friday, 9 September 2016 at 12:20:08 UTC, Vadim Lopatin wrote:
Keyboard support on Linux terminals seems most difficult.
Some shortcuts are being processed by terminal app.
here programmer has no options.
Some ctrl-combinations are causing signals.
switch tty to raw mode, and there will
On Friday, 2 September 2016 at 08:57:14 UTC, Basile B. wrote:
On Friday, 2 September 2016 at 08:15:53 UTC, ketmar wrote:
std.traits wrappers should use __traits to build *safe* things
(declaring that @trusted in the end).
This has nothing to do with memory safety.
i wonder who told you that
On Friday, 2 September 2016 at 07:46:30 UTC, Rory McGuire wrote:
actually, from my PoV solution is supereasy: just remove ALL
visibility restrictions for traits. and i mean all. allMembers
should return all members, getMember should allow to access *any*
existing member without annoying message
On Friday, 2 September 2016 at 06:27:11 UTC, Rory McGuire wrote:
Perhaps @system code should just completely ignore privacy?
it is uncontrollable. imagine attribute inference: today, your
function was inferred @system, and it sees everything. and
tomorrow you fixed some other things, and now
On Tuesday, 30 August 2016 at 23:54:45 UTC, Martin Nowak wrote:
Allowing access to private members has a lot of implications,
e.g. breaks lots of optimizations b/c you can't know who
accesses sth.
i really HATE modern trend of turning tables. am i the only one
who thinks that the machine was
On Wednesday, 31 August 2016 at 05:23:34 UTC, ketmar wrote:
On Tuesday, 30 August 2016 at 23:54:45 UTC, Martin Nowak wrote:
As in needs private members in __traits(allMembers).
and in the end it just producing excessive noise in common
loops that does `is(typeof(__traits(getMember, ...)))`. i
On Tuesday, 30 August 2016 at 23:54:45 UTC, Martin Nowak wrote:
As in needs private members in __traits(allMembers).
and in the end it just producing excessive noise in common loops
that does `is(typeof(__traits(getMember, ...)))`. it would be
better to either leave that alone and allow all a
On Friday, 5 August 2016 at 09:36:54 UTC, Temtaime wrote:
Definitely wasting. Have Rust and Go multiple compilers ?
my K00l Ultimate Language has no compiler at all. so *ANY*
compiler is "wasting". thanks for your perfect logic, this was
what i missed in my arguments against writing compilers
On Friday, 29 July 2016 at 14:47:08 UTC, Chris wrote:
Thanks. I might actually use it. I need an XML parser and wrote
a very basic and incomplete one for my needs.
great. don't forget to get lastest versions from that links. and
feel free to report any bugs here, i'll try to fix them asap. ;-)
On Wednesday, 27 July 2016 at 19:50:13 UTC, Walter Bright wrote:
While I appreciate the effort and the offer, it is
inappropriate to have a woman with a miniskirt and partially
unbuttoned blouse as an official mascot for D.
i agree. she has too much clothes on.
i wrote a simple sax-style xml parser[1][2] for my own needs, and
decided to share it. it has two interfaces: `xmparse()` function
which simply calls callbacks without any validation or encoding
conversion, and `SaxyEx` class, which does some validation,
converts content to utf-8 (from anything
also, i extended the original library a little: added rudimentary
support for "style" tag and styling svg elements. nothing fancy,
but many svgs found in internet are using that to avoid repeating
"style" everywhere. it is a dirty hack (sorry), but makes even
more svgs "renderable".
On Sunday, 10 July 2016 at 16:52:09 UTC, Ola Fosheim Grøstad
wrote:
@tco does not bring any guarantees to the caller, so you might
as well annotate the call-site with some compiler specific
feature.
actually, annotating the call itself seems to have alot more
sense judging from described OP i
On Sunday, 10 July 2016 at 11:17:17 UTC, ag0aep6g wrote:
Your quote leaves out the "because" part, which is the
interesting part.
because it is irrelevant.
On Sunday, 10 July 2016 at 10:50:20 UTC, "Smoke" Adams wrote:
You are not
i am.
On Sunday, 10 July 2016 at 09:46:24 UTC, ag0aep6g wrote:
So when one makes a post here saying that "D is aimed at
brain-dead people", we shouldn't take that for an insult.
absolutely. but "D is crap" is whole different story.
On Sunday, 10 July 2016 at 09:24:58 UTC, ag0aep6g wrote:
On 07/10/2016 08:39 AM, ketmar wrote:
note that i didn't said this about OP, in no way. so no
personal attacks
here.
It's no stretch to assume that the one who proposes the feature
would make use of it. You called those who would use i
On Sunday, 10 July 2016 at 09:05:46 UTC, Tofu Ninja wrote:
Your joking right? No personal attacks?
where do you see personal attack in my words? i'm not saying that
OP is dumb, and i'm not saying that his proposal is dumb. but it
is *aimed* to dumb people (which doesn't automatically makes it
On Sunday, 10 July 2016 at 07:30:32 UTC, Dietrich Daroch wrote:
If attributes look messy, pragma can be used.
It may look as an addition with little gain, but one of the
reasons of compiling is to prevent runtime errors as early as
possible and this seeks exactly that.
then TCO should be add
On Sunday, 10 July 2016 at 06:44:22 UTC, Dietrich Daroch wrote:
Yes, there is no cure for poor skills, but the point is to
prevent the need to avoid recursion to ensure there are no
stack overflows. It seems reasonable considering D targets
systems programming.
i see "system programmer" as so
On Sunday, 10 July 2016 at 06:37:18 UTC, ketmar wrote:
On Sunday, 10 July 2016 at 06:20:59 UTC, Seb wrote:
... guys, please stay friendly, constructive and polite! I
thought we are all grown-ups here!
i do. someone who is not able to understand when and how TCO
works is clearly brain-damaged.
On Sunday, 10 July 2016 at 06:20:59 UTC, Seb wrote:
... guys, please stay friendly, constructive and polite! I
thought we are all grown-ups here!
i do. someone who is not able to understand when and how TCO
works is clearly brain-damaged. if he isn't, why did he become
programmer in the first
On Sunday, 10 July 2016 at 05:55:50 UTC, Dietrich Daroch wrote:
Yes, it probably does TCO. The problem is what if you think it
does and it cannot do it because of a misunderstanding on when
it can be applied or a bug?
there can't be any "misunderstanding" from compiler side. either
it is a le
just make sure to download the latest version by the given link
before you want to try it. ;-)
glad to see that you found it useful
i also made NanoSVG[1] port[2]: simple SVG parser and rasterizer.
it is using `malloc()` to allocate memory, but otherwise was
rewritten to use `const(char)[]` input for svg, and do not use
`sscanf()` from libc.
the port lives in NanoVG package, but it is actually completely
independent.
[
p.s. it is, btw, completely possible to add at least something
like "ctfe tracer" (something like old basic "trace on" command),
or even some kind of gdb-like debugger to ctfe engine.
it won't, of course, find it's way into mainline, but may still
be a fun project to do.
On Friday, 8 July 2016 at 23:31:38 UTC, Stefan Koch wrote:
and mine is segfaulting in some bizarre ways (i failed my basic
++ and -- math, and so the stack ;-).
still, it is almost working, with support for both compiled and
interpreted function calls, almost full range of integer math and
so
yay. ackemann(3, 7) in 70 milliseconds! and it does TCO.
default interpreter is unable to execute that -- recursion is too
deep.
On Tuesday, 5 July 2016 at 09:04:38 UTC, sam wrote:
This was the only way I could get it to compile on DMD64 D
Compiler v2.071.1 /
LDC - the LLVM D compiler (1.0.0).
yep, i forgot to test it with 64-bit compiler, sorry. i fixed all
three decoders now.
There are a lot more errors in the gdc
just... can't... stop...
some current statistics:
druntime
total interpreted calls: 27,146
total complied calls : 1,330
phobos
total interpreted calls: 6,492,826
total complied calls : 19,975
i can't do function calls from compiled code yet, so number of
compiled calls is low, and no spee
On Wednesday, 6 July 2016 at 08:16:32 UTC, Rory McGuire wrote:
Thought as much, wondered if the ideas about how they work were
being shared; often one idea sparks another.
sure, some ideas flows; mostly very high-level. for example,
proper fallback to the original interpreter was invented by
On Wednesday, 6 July 2016 at 05:54:48 UTC, Rory McGuire wrote:
Are you sharing this code
i mean "my code is publicly available, but we aren't sharing any
code between our projects".
On Wednesday, 6 July 2016 at 05:54:48 UTC, Rory McGuire wrote:
Are you sharing this code
yes. we are chatting with Stefan in IRC, and the repository is
public (i mean, the link was there ;-). yet it won't compile with
"vanilla" dmd anyway -- i require my dmd fork ("aliced"). and i
don't real
and just to make sure that my approach is working: bytecode
compiler now compiles simple free functions without args and
returning int (yep, there are some in phobos! ;-), while passing
everything other to old interpreter. it works, and all phobos
unittests are passed (and some functions were a
On Monday, 4 July 2016 at 07:33:48 UTC, ZombineDev wrote:
BTW, do you plan to handle stuff like exceptions, virtual calls
and associative arrays and if so how? Sounds quite challenging.
on the lower level, it's all just arrays and jumps. ;-)
so, we played a little game with Stefan: i wrote a simple
stack-based VM implementation for our beloved bug6498, and got
270 msecs with debug build, 140 msecs with release build. can be
made even faster with some simple peephole optimizer (it has two
hacks to get fair times on 6498, but this is
On Monday, 4 July 2016 at 08:18:29 UTC, Basile B. wrote:
On Monday, 4 July 2016 at 07:33:19 UTC, ketmar wrote:
for me, test player is happy playing 7-Zip archives as mp3s,
for example. ;-)
lol, does that sounds like if an hard-knee compressor limits
the output ?
i'd say that it is like comp
also, i'm slowly working on Yet Another Immediage GUI Library
based on Blendish and simplified flex box model.
for now, it can do layouting (with line wrapping, and determining
minimal window size) and has some basic controls, like buttons,
labels, checkboxes.
also, i changed NanoVG API a li
On Monday, 4 July 2016 at 05:16:50 UTC, sam wrote:
https://my.mixtape.moe/cjekko.mp3
pushed small update, it works now. i accidentally forgot to
include ID3v2 tag skiping at all, sorry! ;-)
thank you for report, feel free to report even more! ;-)
On Monday, 4 July 2016 at 05:16:50 UTC, sam wrote:
But I noticed that any MP3 with embedded album art is reported
as invalid by the library. Here's a sample one:
https://my.mixtape.moe/cjekko.mp3
yep, mp3 detection is very basic. while it *tries* to do some
work on it, you'd better not rely
vorbis decoder synced with current stb version (1.06 -> 1.09)
On Friday, 1 July 2016 at 01:47:44 UTC, Jack Stouffer wrote:
Way to be a dismissive asshole.
why so serious? it is clearly a joke.
On Friday, 1 July 2016 at 01:24:55 UTC, rikki cattermole wrote:
Doesn't use allocators
great library! definitely worth a closer look.
yes, it's me again. hello. this time i ported NanoVG[1] drawing
library (only OpenGL2 backend) and OUI[2] intermediate UI
library. they require some modules from Adam's arsd library[3] to
work -- mostly simpledisplay for screen setup and minimal OpenGL
bindings, and arsd.png to load png images.
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