Duml: Uml diagram generation

2014-05-17 Thread Rikki Cattermole via Digitalmars-d-announce

Alright so a little project I've put together[0].
Not entirely complete yet. But I feel its at a point where it can be 
announced.


What it does is given a class it'll generate the PlantUML[1] descriptors 
for it. If asked it can call PlantUML itself to generate the image 
version of it.


My plan is to integrate it into Cmsed at some point when it supports 
structs (dvorm models). At which point it'll document properly routes, 
models and any you manually specify.


Object class can be ignored by adding a version if you want it to be.

[0] https://github.com/rikkimax/Duml
[1] http://plantuml.sourceforge.net/


Re: Duml: Uml diagram generation

2014-05-17 Thread w0rp via Digitalmars-d-announce

On Saturday, 17 May 2014 at 06:35:02 UTC, Rikki Cattermole wrote:

Alright so a little project I've put together[0].
Not entirely complete yet. But I feel its at a point where it 
can be announced.


What it does is given a class it'll generate the PlantUML[1] 
descriptors for it. If asked it can call PlantUML itself to 
generate the image version of it.


My plan is to integrate it into Cmsed at some point when it 
supports structs (dvorm models). At which point it'll document 
properly routes, models and any you manually specify.


Object class can be ignored by adding a version if you want it 
to be.


[0] https://github.com/rikkimax/Duml
[1] http://plantuml.sourceforge.net/


That's pretty cool. I think I would change outputPlantUML so it 
works in terms of something which outputs to an OutputRange or 
File. So you can dump the UML directly to the file.


Re: Duml: Uml diagram generation

2014-05-17 Thread Rikki Cattermole via Digitalmars-d-announce

On 17/05/2014 8:53 p.m., w0rp wrote:

That's pretty cool. I think I would change outputPlantUML so it works in
terms of something which outputs to an OutputRange or File. So you can
dump the UML directly to the file.


I've added that as a TODO.


Re: Gearing up for DConf 2014

2014-05-17 Thread via Digitalmars-d-announce

On Friday, 16 May 2014 at 17:16:57 UTC, Andrei Alexandrescu wrote:
We're stoked about DConf 2014! 54 visitors will be joined by 10 
Facebook engineers for a great three-day event.


James Pearce (https://twitter.com/jamespearce), Facebook's Open 
Source representative, graciously accepted to emcee the 
conference.


We have secured livestreaming of the entire event. I'll be glad 
to take questions on Twitter in real time during my keynote, 
Wendnesday May 21, 9:00-10:00 AM PST. Send your questions to 
@D_Programming with hashtag #dconf.


Tolga Cakiroglu put together a beautiful T-shirt design - even 
our recruiters and the folks at the printing company were 
impressed.


This is very good news, I will follow that with great interest !

Can we have a look at the t-shirt design ? I also would be very 
glad if I can buy/print one to show my banner ;)


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread Kiith-Sa via Digitalmars-d-announce
On Friday, 16 May 2014 at 13:53:07 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:

On 5/14/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote:

I am starting an initiative for everyone interested in D game
development by creating the github organization 
d-gamedev-team[1].


Just ported the imgui library to D. It's a minimal OpenGL GUI 
library,

useful for things like tweaking parameters. Have a look here
(screenshot included):

https://github.com/d-gamedev-team/dimgui
http://code.dlang.org/packages/dimgui


This is pretty awesome - don't need to write my own anymore. How 
does it handle fonts? Does it depend on FreeType or something 
like that?


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/17/14, Kiith-Sa via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 This is pretty awesome - don't need to write my own anymore. How
 does it handle fonts? Does it depend on FreeType or something
 like that?

It uses a copy of this file:
nothings.org/stb/stb_truetype.h

Ideally it would use FreeType though, to be Unicode-aware and whatnot.


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/17/14, Kiith-Sa via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 This is pretty awesome - don't need to write my own anymore.

You have some pretty cool repositories on Github! I haven't yet tried
to build anything, but I see lots of things D and gamedev-related.
Pretty cool!


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/15/14, evilrat via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 same with DirectX, more than half year passed since i published
 it and i only get single commit and one known user. nice, good
 and active community. i wish to say good luck with ur linuxez
 guyz i'm done here, but i always returns to see whats new, still
 hoping it's temporally...

I'm not a linux guy, but I find DirectX to be hugely verbose, and then
there's the whole platform-dependency issue. Still, DirectX is hugely
important to game developers (not to mention things like D3D having
much better device drivers), so your project will likely be
appreciated in the future. I think it's just that there are very few
game developers around that use D right now. Things will change for
sure!

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 apparently hosts newer bindings here:
https://github.com/auroragraphics/directx


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread evilrat via Digitalmars-d-announce
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 apparently hosts newer bindings here:
https://github.com/auroragraphics/directx


my bindings is for DirectX 11 mostly, a bit of d3d10 which is 
necessary, but there is no 2D or any other stuff from DirectX 9 
at all. as for 'freshness', well, i probably need to clean up a 
bit and add recent features(which is anyway will not go 
mainstream). the question is do i really need this? no interest 
from community means waste of time and effort...