On Wednesday, 28 August 2024 at 19:43:53 UTC, Sergey wrote:
No, many of them on the Discord..
Your game with raylib + wasm example also in the list of links
:)
Regardless, I will add them to the wiki, which is easier to
search and access than a service primarily designed for chat.
```d
union U {
int i32;
long i64;
float f32;
double f64;
}
struct S {
TypeEnum type;
U data;
}
S foo0 = S(TypeEnum.Integer32, S(20)); //Ugly, but works
S foo1 = S(TypeEnum.Integer64, S(20L)); //Error: cannot
implicitly convert expression
//ditto for the rest of the mem
On Saturday, 8 June 2024 at 03:36:05 UTC, bachmeier wrote:
For Mint, I'd use the .deb and let it handle that stuff. For
LDC, I have a bash alias for ldmd2 that points to the ldmd2
binary. Of course there are multiple ways to handle this, but I
don't understand the point of the install script, s
On Friday, 7 June 2024 at 23:19:37 UTC, solidstate1991 wrote:
I **need** to link against various system libraries, and
otherwise some tools won't be able to access the D compiler
unless I start them from a command line after an initialization
script.
I'm using Linux Mint, it's much more stabl
I **need** to link against various system libraries, and
otherwise some tools won't be able to access the D compiler
unless I start them from a command line after an initialization
script.
I'm using Linux Mint, it's much more stable than Ubuntu (which
started to completely collapse on me for
On Sunday, 12 May 2024 at 20:13:04 UTC, WhatMeWorry` wrote:
This should be trivial, right?
I've been looking at existing D repo code for hours. Can't
figure why TTF_Init doesn't work?
It would help if I could figure out how to use SDL_GetError()
INFO: SDL loaded v2.30.2
INFO: SDL initialized:
On Sunday, 2 June 2024 at 19:11:10 UTC, solidstate1991 wrote:
Added a few more line to my `resources.rc` file, it seems like
the issue is the resource file not being touched at all.
I've put `dflags "resources.res" platform="windows"` in my
`dub.sdl` file, it doesn't even care if there's a t
On Saturday, 25 May 2024 at 19:51:25 UTC, John Chapman wrote:
Not tested but from memory I do this:
1) Copy that first XML snippet from the page you linked, save
to a file called example.exe.manifest
2) Create a resource script file called resources.rc, with this
at the top:
1 24 "example
On Saturday, 25 May 2024 at 19:51:25 UTC, John Chapman wrote:
Not tested but from memory I do this:
1) Copy that first XML snippet from the page you linked, save
to a file called example.exe.manifest
2) Create a resource script file called resources.rc, with this
at the top:
1 24 "example.
On Friday, 24 May 2024 at 21:26:12 UTC, Ferhat Kurtulmuş wrote:
I think this is what you need
https://github.com/aferust/doitlater/tree/master/views/res
No, I meant something like this:
https://learn.microsoft.com/en-us/windows/win32/controls/cookbook-overview
https://github.com/ZILtoid1991/pixelperfectengine/blob/ed93bec15deea042516615e73c57d137a2c1f762/pixelperfectengine/src/pixelperfectengine/scripting/lua.d#L98
Struct `LuaVar` seems to work for the most part, however, at
certain point, the value seems to be reset to zero, or not being
passed to t
On Saturday, 26 August 2023 at 17:57:22 UTC, jmh530 wrote:
You should report this to bugzilla.
I'm using it in an unusual way. Since VisualD does not support
dub, I have to rely on VSCode as my main editor, then load the
executable in an empty C++ project in VS. This worked so far.
On the o
I added this line to my SDLang formatted dub build file:
```
dependency "libx11" version="0.0.1" platform="posix"
```
Yet it's included even on Windows, even if I change it to "linux".
Since there's a fatal bug in the library that disallows it to be
built, I'll be leaving it out for now, and i
On Saturday, 25 February 2023 at 19:55:27 UTC, evilrat wrote:
Nothing happens without a reason, check your project settings
and make sure that for debugging you have correct paths,
command, and arguments.
Even with no debug info and no project you can just drop an
executable to an empty VS wi
On Saturday, 25 February 2023 at 18:08:57 UTC, evilrat wrote:
Turn on exception settings panel in top menu bar:
Debug->Windows->Exceptions Settings (Crtl+Alt+E)
My settings for D is full "D exceptions", under Win32 check "D
Exception", or just click "Restore to default settings" in
there on
On Saturday, 25 February 2023 at 16:22:49 UTC, evilrat wrote:
VisualD for Visual Studio provides some extra help with
displaying your data in debugger and on Windows is the best you
can get for D.
You can use Visual Studio Code + code-d to debug, but it is not
as good as full Visual Studio co
I had a lot of trouble trying to get Visual Studio to catch
handled exceptions, which would have been mandatory for debugging
unittests, but I either forgot how to do it, or something have
changed in either the newer versions of VS or the D compilers I
use (LDC, DMD).
So I downloaded the new
On Friday, 30 September 2022 at 22:20:06 UTC, Salih Dincer wrote:
Maybe this will help you:
```d
template Bar(T)
{
void fun() {}
}
class Foo(T)
{
mixin Bar!T b;
alias fun = b.fun;
void test()
{
fun();
}
}
```
SDB@79
The issue with that is in that case is instead of writing
bo
Let's say I have a class or an interface with a function, and I
want to pass that to a template to generate another function (in
this case one that passes it to a scripting engine, and allows it
to be called from there).
Currently I have the following issues:
1. I have to pass the class/inter
Code found here:
https://github.com/ZILtoid1991/newxml/blob/main/source/newxml/domimpl.d#L1984
Even changing the code to this:
```d
auto res = firstAttr;
while (res)
{
if (res.localName != localName || res.namespaceURI !=
namespaceURI)
res = res._nextAttr;
Here's this code:
```d
auto opSlice()
{
struct Range
{
Attr currentAttr;
auto front() { return currentAttr; }
void popFront() { currentAttr = currentAttr._nextAttr; }
bool empty() { return currentAttr is null; }
}
return Range(firstAttr);
}
```
Th
I tried to compile on the Raspberry Pi 400, now I'm getting
segmentation fault during compilation with LDC. Still no idea
what causes it, nor how to reduce it. Moved the codebase to a new
repository, gave it a proper DOMString implementation instead of
using it as a template name, and I'm still
On Sunday, 4 September 2022 at 08:17:13 UTC, Nick Treleaven wrote:
You may be able to use dustmite to automatically reduce the
code to a minimal test case:
https://dlang.org/blog/2020/04/13/dustmite-the-general-purpose-data-reduction-tool/
Send my regards to the planet smasher.
What do I pass
During unittest in my own fork of std.experimental.xml (link:
https://github.com/ZILtoid1991/experimental.xml ), potentially an
error so severe is present, that it causes to crash the compiler
(both DMD and LDC2, on Windows). I was able to separate the issue
by commenting out all unittests, the
It seems I solved most of the problems by modifying event
handling.
I'll continue solving further ones and adding more functionality.
On Saturday, 18 June 2022 at 22:46:45 UTC, rikki cattermole wrote:
registeredClass.style = 32_769;
Don't use an integer like that, stick with bit wise ors.
LPCWSTR classname = toUTF16z(name);
GC owned memory, that could result in surprises.
const LPWSTR windowname = toUTF16z(title);
Ditt
On Saturday, 18 June 2022 at 21:33:31 UTC, Vinod K Chandran wrote:
It seems that you are created a layered window. So chances are
there to it become translucent.
Did not set the flags for the layered window style, so I don't
know. Might be an event processing error, since in Windows it's a
Code:
https://github.com/ZILtoid1991/iota/blob/main/inputtest/app.d
https://github.com/ZILtoid1991/iota/blob/main/source/iota/window/base.d#L104
Second one contains the constructor that should make the window
without any issues.
When I try to create a window for testing purposes, I get nothi
On Tuesday, 21 December 2021 at 19:00:01 UTC, solidstate1991
wrote:
Well, it seems like it's an error on the WASAPI side. I totally
disabled error handling (including the switch-case thingy),
then GetBuffer returns with an error code indicating buffer is
too large.
The solution was to call `R
Well, it seems like it's an error on the WASAPI side. I totally
disabled error handling (including the switch-case thingy), then
GetBuffer returns with an error code indicating buffer is too
large.
On Tuesday, 21 December 2021 at 01:13:10 UTC, Ali Çehreli wrote:
I bet it's throwing an Error. Call your thread entry function
from a try-catch wrapping function to see whether that's the
case:
// Rename existing function:
protected void audioThreadImpl() @nogc nothrow {
// ...
}
// New fun
Here's this function, which serves as a thread entry point:
https://github.com/ZILtoid1991/iota/blob/main/source/iota/audio/wasapi.d#L220
The problem is, that even with disabling all error-handling that
would allow to shut down the thread safely, the thread only runs
that while loop once.
Ho
Let's say I have something like this:
```
struct Foo {
int[] bar;
this() {
bar.length = 10;
}
ref int opIndex(size_t i) {
return bar[i];
}
}
void main() {
Foo f = Foo();
f[3] = 15;
}
```
If I wanted to check whether the assigned value is within a
rang
On Sunday, 17 October 2021 at 13:03:46 UTC, jfondren wrote:
then it's likely that some memory corruption prior to format()
has broken the GC, and format's allocation of a string is
what's failing. Try sprinkling `@safe` and and see what it
complains about; try valgrind; try reducing your proble
On Sunday, 17 October 2021 at 05:22:17 UTC, russhy wrote:
On Saturday, 16 October 2021 at 22:47:09 UTC, solidstate1991
wrote:
When I make this call
```
format(" %3.3f"w, avgFPS);
```
my program immediately crashes with an access violation error.
The debugger out is different between x86 and x86
When I make this call
```
format(" %3.3f"w, avgFPS);
```
my program immediately crashes with an access violation error.
The debugger out is different between x86 and x86-64.
I've made all sanity checks, so I need some other suggestions.
I'm doing some audio-related work, and one thing I need is to
unregister from (and maybe later temporarily re-register to) the
GC, since it would cause some issues, and it would be nice if I
still could use the GC during disk operations, etc.
Info on it is quite scarce and a bit confusing. If
On Monday, 28 June 2021 at 20:55:44 UTC, solidstate1991 wrote:
Here's the offending function:
https://github.com/ZILtoid1991/collections-d/blob/master/source/collections/sortedlist.d#L38
It causes to throw an exception with `Access violation reading
location` and a memory address, int the func
Here's the offending function:
https://github.com/ZILtoid1991/collections-d/blob/master/source/collections/sortedlist.d#L38
It causes to throw an exception with `Access violation reading
location` and a memory address, int the function
`_d_arraysetlengthT`. Variable `ti` is a TypeInfo_Array, `
Well, it's quite complicated to do. I have to manually unwrap
each and all function template, then pray for the compile-time
optimization gods that they'll be inlined.
This is so annoying, that I might issue a DIP...
On Saturday, 16 January 2021 at 14:18:55 UTC, Tove wrote:
probably you can use
https://dlang.org/spec/traits.html#getOverloads
I don't know how to use it with functions outside of
structs/classes.
On Saturday, 16 January 2021 at 14:13:29 UTC, solidstate1991
wrote:
Here's the following line, among many others:
return &alphaBlend32bitMV!(ubyte);
This generates an error, as this function template matches two
instances, but currently I don't know how to choose the one I
need, other than wr
Here's the following line, among many others:
return &alphaBlend32bitMV!(ubyte);
This generates an error, as this function template matches two
instances, but currently I don't know how to choose the one I
need, other than write a local function, that looks a bit ugly.
On Tuesday, 14 July 2020 at 00:17:14 UTC, solidstate1991 wrote:
Something like that, but with @safe, pure, etc. attributes.
I've tried to "bruteforce" it by generating functions with
combinations of attributes, and it kinda works, but is a very
janky solution.
I'll brainstorm some DIP to fi
On Tuesday, 7 July 2020 at 20:53:05 UTC, Ali Çehreli wrote:
I am not sure whether I understand it correctly but there has
been a request for opApply() to gain the attributes of the
delegate (or the range?). In other words, "transfer the
attributes to opApply". This is needed because I want opAp
On Tuesday, 7 July 2020 at 13:33:41 UTC, Paul Backus wrote:
You can make opApply a template:
int opApply(Dg)(Dg dg)
if (is(Dg : scope int delegate(ref E)))
{
// etc.
}
Because `scope int delegate(ref E) @safe` implicitly converts
to `scope int delegate(ref E)`, thi
See implementation of data structure here:
https://github.com/ZILtoid1991/collections-d/blob/master/source/collections/treemap.d#L565
If I try to compile this code, it'll fail, limiting it's usecase:
@safe pure unittest {
alias IntMap = TreeMap!(int, int, false);
IntMap test;
On Thursday, 28 May 2020 at 20:26:55 UTC, Quantium wrote:
I need to create a variable with custom name, like this
import std;
void main()
{
string name;
readf(" %s", &name);
// some code that generates a variable of type integer and
value 0
}
Could you help me with that?
This migh
On Friday, 15 May 2020 at 03:46:57 UTC, evilrat wrote:
Um, pardon the stupid question, but did you just forgot to link
it? I can't see a mention of it anywhere in both the old json
and dub.sdl, and I don't see subpackages either. (does it links
implicitly by the compiler?)
Also if it's digg
When I try to compile my own project under Ubuntu with dub, I get
the following linker error:
/usr/bin/ld: .dub/obj/pixelperfectengine_pixelperfecteditor.o:
undefined reference to symbol 'inflateEnd'
//lib/x86_64-linux-gnu/libz.so.1: error adding symbols: DSO
missing from command line
collect
On Sunday, 5 April 2020 at 22:33:50 UTC, Stefan Koch wrote:
Look at your program in a debugger and see if it does spawn
threads.
If it does find out where and why they are spawned.
Thanks for the answer, but it seems the issue was the lack of the
ability of unittesting such a large package.
My game engine is currently broken due to some race issue I don't
really know how to resolve.
It seems that the compiler tries to skip instructions that are
not locked with a `writeln()` or something similar. Usually I can
safely remove the writeln after compiling it once with that way.
Howev
On Wednesday, 1 January 2020 at 14:46:01 UTC, NaN wrote:
You can use visual studio (works in 2019, havent tried earlier
versions) to debug any exe you want. You do this...
Go to File menu, then Open, then Project/Solution
Make sure "all project files" is selected, then find the exe
you want t
I cannot do any work, since LLD-link is broken and doesn't want
to link for anything. It just gives me a bunch of errors for
missing symbols, that supposed to be in the core libraries.
How can I set up the Microsoft linker instead?
There's a template mixin in my dimage project's new version in
base.d, and when I try to access it from another file I get two
errors:
undefined identifier `ChunkyAccess4bit`, did you mean template
`ChunkyAccess4Bit()`?
and
mixin `dimage.tga.TGA.ChunkyAccess4bit!()` is not defined
Should I
It seems that I've to write my own function that searches in the
given object's classinfo.interfaces since I couldn't find
anything related in Phobos.
On Wednesday, 6 March 2019 at 01:50:16 UTC, solidstate1991 wrote:
Thanks, it seems I'll have to write my own solution for this,
and I really dislike the way streaming compression works in C.
I've spotted some other bugs regarding my PNG implementation,
but those were unrelated and didn't improv
On Tuesday, 5 March 2019 at 02:19:26 UTC, Adam D. Ruppe wrote:
I haven't found the bug in your code yet, but one thing I
suspect from my experience is you might be reusing a buffer.
std.zlib actually stores pointers internally across function
calls, so if you are trying to compress a stream, yo
https://github.com/ZILtoid1991/dimage/blob/master/source/dimage/png.d
It seems that after a certain point, it doesn't add more data to
the compression stream, flushing doesn't help.
On Saturday, 23 February 2019 at 19:21:10 UTC, Bastiaan Veelo
wrote:
It works for me:
https://run.dlang.io/gist/473b0021487275751accaebeb00be05c
-- Bastiaan
Still no luck, not even with memcpy.
There's even more mystery as I printed out the original static
immutable array's content, which i
If I want to copy an array of structs with .dup (cannot post the
link in question here at the moment due to non-working clipboard,
it's Color from pixelperfectengine.graphics.common) I get all
zeroes instead of the values from the original array. I haven't
disabled post-blit to my knowledge.
When I tried to apply to a position at Symmetry, I've got a
criticism from Atila Neves that some of my code relied too much
on memcpy, thus making it unsafe. After digging into std.array, I
found some function that could possibly replace it to emulate
writing in the middle of a file, but at lea
https://github.com/ZILtoid1991/bindbc-zstandard
After looking for alternatives to my megaproject of porting LZHAM
to D (since it had several issues, I'll salvaging my tar
implementation as well as another archive format meant for
application data storage), I found out that zstandard not only
After some refactoring, there are four functions sharing the same
name (technically four, but LDC didn't complain about them):
@nogc void blitter(T)(T* src, T* dest, size_t length){...}
and
@nogc void blitter(T)(T* src, T* dest, size_t length, T*
mask){...}
I need the first one, but at comp
Since it's a bit difficult to make tree traversal through range
(especially if someone wants to make it @nogc), I thought I'll
make it through opApply override, however the delegate passed by
it doesn't have the @nogc attribute, which would automatically
make it incapable to be used in a @nogc
I need some C++ stuff, but some of the functions take reference
values (Stuff&), and I don't know if this feature is emulated on
D side with extern(C++) functions. While I don't have to worry
about it with functions that are defined in the header, other
ones and classes are a different matter.
I'm porting LZHAM to D, and the original used some very unusual
approach for coroutines:
- the whole thing is running inside of a single switch-case
block created by C++ macros
- the function saves some local values
- a macro sets the state variable to the current line number,
returns the st
I need this to port a C++ code to D (a compression algorithm
known as LZHAM), and the easiest way to deal with it would be
that. The ADLER32 and CRC32 algorithms had to be ditched, and
while I could rewrite the former to make sense (used some form of
"vectorization") I would like to use the sta
On Wednesday, 25 April 2018 at 15:25:42 UTC, Stefan Koch wrote:
Pass stuff on the stack ;)
and use extern (C) functions.
Thanks! What about extern (D)? Is there a big chaos in the D ABI
under x86?
In order to make one of my own code more readable (and hopefully
to avoid a lot of compiling errors under LDC, which don't happen
in DMD for some reason), I'm planning to put my assembly
functions into separate files for each system that needs them,
mainly due to the lack of proper SIMD support
In order to call a function multiple time at parallel (rendering
function, very well parallelizable), but in order to push the CPU
to it's limits I have to get some form of parallelization.
Currently I'm using parallel foreach, which isn't very nice, and
since it uses GC allocation that creates
On Monday, 9 April 2018 at 01:01:18 UTC, Chris Katko wrote:
Why... associative arrays? Wouldn't that become expensive when
you hit 1,000s, or 10,000's of objects, for something as tiny
as a coordinate (two or three floats) lookup?
Well, that's the other reason why I was looking for a different
Would the if(!(myFunctionPointer is null)){} work is I
intended?
On Saturday, 24 February 2018 at 07:12:21 UTC, Guillaume Piolat
wrote:
From my experience a combination of the following is necessary:
- not having the audio thread registered
- using pools aggressively for game entities
Also you can save a lot of clockcycles if you put @nogc
everywhere you do
Seems I found a better solution hidden in the docs:
@nogc protected int[2] transformFunc(int[2] xy){
version(X86){
asm @nogc{
naked;
mov EBX, this;
movdXMM1, sX[EBX];
pslldq XMM1, 4;
movss XMM1, sY[EBX];
On Thursday, 5 April 2018 at 04:48:02 UTC, Basile B. wrote:
The "this" seems to be in R11, so you have to apply the asm
syntax for accessing the members using
.offsetof.[R11], example:
```
class Foo
{
double a = 123456;
extern(D) double foo()
{
asm
{
nak
I forgot to tell, that xy0 ac, and bd are local to the class.
I have this code:
asm @nogc{
movqXMM0, xy;
paddd XMM0, sXY; // xy + sXY
movqXMM3, xy0;
psubd XMM0, XMM3; // xy + sXY - x0y0
movqXMM1, ac;
movqXMM2, bd;
pmuludq
On Friday, 13 October 2017 at 01:09:56 UTC, solidstate1991 wrote:
I'm making a struct for easy color handling Here's a code
sample:
ublic struct Color{
union{
uint raw; ///Raw representation in integer form, also forces
the system to align in INT32.
ubyte[4] colors; ///Normal repre
I'm making a struct for easy color handling Here's a code sample:
ublic struct Color{
union{
uint raw; ///Raw representation in integer form, also forces
the system to align in INT32.
ubyte[4] colors; ///Normal representation, aliases are used for
color naming.
ubyt
There's not much deep documentation about the functions, and I'm
interested if it can decode into UTF16 from UTF8.
On Friday, 8 September 2017 at 05:13:18 UTC, dark777 wrote:
On Friday, 8 September 2017 at 03:56:25 UTC, rikki cattermole
wrote:
On 08/09/2017 3:08 AM, dark777 wrote:
On Friday, 8 September 2017 at 00:09:08 UTC, solidstate1991
wrote:
On Thursday, 7 September 2017 at 23:58:05 UTC, dark777 wrote
On Thursday, 7 September 2017 at 23:58:05 UTC, dark777 wrote:
Good night, did you want to know this? Is the DE language
cross-platform or cross-compile like C ++?
GDC and LDC has multi-platform support, I'm currently working on
an ARM backend for DMD.
On Friday, 1 September 2017 at 19:39:14 UTC, EntangledQuanta
wrote:
Is there a way to create a 24-bit int? One that for all
practical purposes acts as such? This is for 24-bit stuff like
audio. It would respect endianness, allow for arrays int24[]
that work properly, etc.
If you need to perfo
On Saturday, 22 July 2017 at 02:22:53 UTC, Mike Parker wrote:
I should add, though, that you're better off using either
std.stdio.File or std.file. Use the former if you need to make
multiple reads/writes to a file, the latter if you can pull it
in or push it out all in one go. They take arra
Due to it's convenience, I was thinking on reading and writing
file headers by creating structs mirroring the layouts of actual
headers I would need. I've seen many examples of this in C,
however I' struggling using the same methods through the use of
code.stdc.stdio, especially as I can't real
On Wednesday, 31 May 2017 at 12:49:38 UTC, Oleksii wrote:
Hi everybody,
Perhaps this topic has been raised many times before, but I'm
going to go back to it anyways :-P
Are there any good reference materials and/or tutorials on
programming for iOS and Android in D? I wonder if anybody could
On Wednesday, 17 May 2017 at 16:56:13 UTC, Igor wrote:
At the moment I have:
EXEProject:
app.d - it does loadlibrary of dllproj and uses data
structures defined in dllproj.d (it imports dllproj). On the
file system this file is under /platform/win32/
and is defined as module win32.app;
DL
On Friday, 14 April 2017 at 00:29:34 UTC, Jethro wrote:
Is there a way to retain the ordering of an associative array?
When the elements are added then looped over using a foreach,
the order is different.
Use a separate array to store the keys, order them all time when
you add a new one, etc.
On Wednesday, 12 April 2017 at 16:05:23 UTC, XavierAP wrote:
On Wednesday, 12 April 2017 at 14:46:20 UTC, solidstate1991
wrote:
T is just the common name of a (type) parameter, mostly
whenever the template is more generic that you can't think of a
more informative (template) parameter name.
On Wednesday, 12 April 2017 at 13:54:11 UTC, qznc wrote:
On Wednesday, 12 April 2017 at 13:17:42 UTC, solidstate1991
wrote:
How can I make use of T? I've seen it being used many times
for this application.
What "T"? This letter is often used as a generic template
parameter. Are you talking ab
Some utilities of my game engine needs a two-way "dictionary",
mainly for increasing the readability of configuration files, but
I was thinking on letting the end-user to use it for certain
things and I don't want to recreate the encode/decode/load from
SDLang file functions every time I have t
Replaced all the ~> with ==, now I'm getting error from dub
wanting to use the alpha versions of the derelict libraries,
which have minor compatibility issues with my project.
My graphics engine contains two subpackages currently:
-PixelPerfectEngine (the engine itself)
-PixelPerfectEditor (the editor/converter, uses the engine itself
to display screen data)
However, after I wrote the dub.json and try to compile it as a
test, I get this output:
Building package
After I couldn't figure out how to convert Imageformats' own
format to my own (consequential read from IFImage resulted in a
glitchy image after rendering the result) and I have no idea how
DerelictFI works at all, I'm currently out of options. At least I
need PNG and TGA (the latter is importa
I decided to write a shared library for OSC in D despite the lack
of popularity.
I decided to add a functionality that if multiple programs use
the same instance of the library on the same computer, the
messages will be passed directly instead of via networking.
Unfortunately we barely touch
Since I have some screenshots:
https://twitter.com/EvilReptoid/status/770303804550021121
I needed a bitarray, that had some more capability than the one
in std.bitmanip for collision detection. I could test a whole
line with it at once if my predictions are right. However I
couldn't do the ar
Up to this day, I have to use them by dragging the source into my
project. When I tried to import imageformats, the compiler looks
up for the file imageformats.d and fails to finish the program.
I'm not using command line for compiling, I use Xamarin with
mono-D instead.
I wrote my graphics engine with CodeBlocks, and I only used dub
when I complied the derelict SDL2 libs.
https://github.com/ZILtoid1991/VDP-engine
You can find the sources here.
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