On Sunday, 22 July 2018 at 17:12:31 UTC, Ecstatic Coder wrote:
I'm interested in the "Graphics library for resource
constrained embedded systems" project and have some spare time
this autumn, but I have some questions:
- Does this project aim at creating a hardware-agnostic
rasterizer supporting a few primitives like https://skia.org/
or implementing a full GUI library like emWin rendering widget
and handling I/O events such as mouse? The latter one sounds a
little bit challenging to finish in four months
- In the past year I primarily wrote C++ and don't have much
experiences with production-level D programming, can I get
involved into this program?
IMHO no need to reinvent the wheel for that.
You can probably do both in four months, if you just "port"
(separately) and bind the code of the two following libraries :
1/ swGL (https://github.com/h0MER247/swGL)
2/ Nuklear (https://github.com/vurtun/nuklear)
They have a very open design, and are already quite well
optimized for speed and memory consumption.
Moreover this would allow the D port of the Nuklear library to
also use a hardware accelerated renderer on desktop platforms.
Nice isn't it ?
And I'd be glad to mentor you on this :)
Thanks! Porting seems to be easier than creating a library from
scratch. The Nuklear library looks like a great candidate for
porting since it only has a few external dependencies. swGL,
however, depends on a large set of C++ standard library and
threading model, which makes it difficult to create a
Moreover, The term "dependency-free" in the project description
often confuses me, because as a hardware-agnostic library the
project does have to depend on external implementations like
"sin"/"memset" or even "thread_start", and I'm not sure which
kind of dependency is proper for this project: Should we assume a
multi-threading model? Should this library rely on
"malloc"/"free"? Correct me if my understanding is wrong since I
had few experience on embedded programming.