Re: DirectX bindings

2014-05-19 Thread evilrat via Digitalmars-d-announce

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 promise i will 
translate it but i'll looking forward to adding them in to repo. 
that's all i can say now. if i had enough time i'll put D2D later 
this week.


Re: Regal: An SQL relational algebra builder

2014-05-19 Thread Dylan Knutson via Digitalmars-d-announce

On Friday, 16 May 2014 at 13:42:30 UTC, Jacob Carlborg wrote:

On 16/05/14 09:58, Dylan Knutson wrote:

Ya know, it might be able to be made into a struct; I'll 
fiddle with it
tomorrow. The main reason it was made a class was so .join had 
to take a
Table type as its first parameter, and internally Table 
implements a
Joinable interface (which is needed for chaining .joins and 
propagating

the table name during printing).


Can you do compile time introspection, like ranges do? 
Basically check if it has a join method.




I've played around with making things structs a bit more, and 
have modified regal to have Table and Sql be structs (by having 
Sql and the generic Node class wrapped in a tagged union). Making 
Table a struct was just a matter of putting some common methods 
in a template mixin, and mixin'ing that where appropriate.


New version is at ~master on github and code.dlang.org


Re: Gearing up for DConf 2014

2014-05-19 Thread Atila Neves via Digitalmars-d-announce
Any specific instructions for the speakers, are people meeting up 
in the Aloft beforehand somewhere, or do I just turn up to 
Facebook, say DConf and it'll be fine?


Atila


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.


We're also happy to announce that Facebook will throw a Happy 
Hour with food and drinks on Thursday, May 22, between 5:30 and 
7:30 PM.


We haven't yet filled the Lightning Talks 
(http://dconf.org/2014/talks/lightning.html), please send me a 
note if you're interested in talking for 5-10 minutes on 
anything you believe is interesting and relevant.



See you soon!

Andrei




Re: Gearing up for DConf 2014

2014-05-19 Thread Adam D. Ruppe via Digitalmars-d-announce

On Monday, 19 May 2014 at 16:25:01 UTC, Atila Neves wrote:
Any specific instructions for the speakers, are people meeting 
up in the Aloft beforehand somewhere, or do I just turn up to 
Facebook, say DConf and it'll be fine?



+1 especially since I'll probably be coming in somewhat late 
(likely about 10:00ish) on Friday


Re: Gearing up for DConf 2014

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Atila Neves via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 Any specific instructions for the speakers, are people meeting up
 in the Aloft beforehand somewhere, or do I just turn up to
 Facebook, say DConf and it'll be fine?

You need to say the secret keyword at the door. Or alternatively bring
doughnuts (in the D shape).


Re: Gearing up for DConf 2014

2014-05-19 Thread Steven Schveighoffer via Digitalmars-d-announce
On Mon, 19 May 2014 12:24:59 -0400, Atila Neves atila.ne...@gmail.com  
wrote:


Any specific instructions for the speakers, are people meeting up in the  
Aloft beforehand somewhere, or do I just turn up to Facebook, say  
DConf and it'll be fine?


You didn't get your all-access backstage pass yet? Mine came 2 weeks ago.  
You should probably email Andrei.


On a serious note, I remember last year there was an interesting  
disconnect between people's real names and their online names. I spoke  
with numerous people for quite a while before I realized who they really  
are (I'm looking at you, deadalnix)


Would it be possible to have a separate space on the nametags for  
handles?


-Steve


Re: Gearing up for DConf 2014

2014-05-19 Thread Andrei Alexandrescu via Digitalmars-d-announce

On 5/19/14, 9:24 AM, Atila Neves wrote:

Any specific instructions for the speakers, are people meeting up in the
Aloft beforehand somewhere, or do I just turn up to Facebook, say
DConf and it'll be fine?


Please drive to Facebook's address (1 Hacker Way, Menlo Park, CA 94025). 
Once you turn to campus, follow signs to Building 15. Once at the 
building entrance, go to the folks at security and say DConf 2014. 
You'll sign a standard NDA to enter the campus. A person will accompany 
you to the conference room.


Andrei




Re: Gearing up for DConf 2014

2014-05-19 Thread Brian Schott via Digitalmars-d-announce
On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer 
wrote:
Would it be possible to have a separate space on the nametags 
for handles?


-Steve


Hello, my name is INIGO MONTOYA YOU KILLED MY FATHER, PREPARE TO 
DIE


Re: Gearing up for DConf 2014

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Brian Schott via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer
 wrote:
 Would it be possible to have a separate space on the nametags
 for handles?

 -Steve

 snip

It's going to be funny seeing:

Walter Bright
a.k.a. Walter Bright

On a related note, when I was a youngen and was just discovering
internet chat my nickname was... wait for it... the_andrej.

And believe it or not, there was a chatters hangout in real-life once
and I actually wore this name tag. It was a proper metal tag with
embedded (carved out) letters too. Good times..


Re: Regal: An SQL relational algebra builder

2014-05-19 Thread Jacob Carlborg via Digitalmars-d-announce

On 2014-05-19 16:45, Dylan Knutson wrote:


I've played around with making things structs a bit more, and have
modified regal to have Table and Sql be structs (by having Sql and the
generic Node class wrapped in a tagged union). Making Table a struct was
just a matter of putting some common methods in a template mixin, and
mixin'ing that where appropriate.

New version is at ~master on github and code.dlang.org


Cool.

--
/Jacob Carlborg


Re: 10 Years of Derelict

2014-05-19 Thread Brad Serbu via Digitalmars-d-announce

Congratulations!

On Thursday, 15 May 2014 at 15:02:33 UTC, Mike Parker wrote:
I managed to let this little anniversary slip by me. My first 
post in the old Derelict forum at DSource[1] is dated May 6, 
2004, my initial commit to svn[2] was May 7, and my 
announcement in the newsgroup[3] was on May 8. My attention to 
the project has waxed and waned, but I'm still puttering along. 
I expect to continue for the forseeable future.


There have been a number of contributors over the years who 
have helped out in porting to Linux and Mac, fixing bugs, and 
keeping the bindings up to date. It's been very much a 
community project, which has made it more enjoyable to work on. 
It helps that it isn't difficult to maintain :)


Maybe before the next decade goes by I'll actually finish a 
game in D, which is the reason I started Derelict in the first 
place.


For those who don't know, the current iteration of Derelict can 
be found at the DerelictOrg group at github[4]. I've still got 
work to do on it (ahem, documentation), but it's coming along.


[1] http://www.dsource.org/forums/viewtopic.php?t=105
[2] http://www.dsource.org/projects/derelict/changeset/5/
[3] 
http://forum.dlang.org/thread/c7hl51$2k4u$1...@digitaldaemon.com

[4] https://github.com/DerelictOrg




Re: Gearing up for DConf 2014

2014-05-19 Thread Walter Bright via Digitalmars-d-announce

On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote:

Walter Bright
a.k.a. Walter Bright


That just caused a stack overflow in my brain. Had to reboot it.



Re: Gearing up for DConf 2014

2014-05-19 Thread Steven Schveighoffer via Digitalmars-d-announce
On Mon, 19 May 2014 15:16:20 -0400, Walter Bright  
newshou...@digitalmars.com wrote:



On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote:

Walter Bright
a.k.a. Walter Bright


That just caused a stack overflow in my brain. Had to reboot it.


http://www.criticalcommons.org/Members/ccManager/clips/malkovichFeedbackLoop.mp4/view

-Steve


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

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

This is such a great effort to see! I’m currently the lead engine
programmer at Circular Studios[1], working on the Dash Engine[2].
I just posted some more info about us in D.announce[3]. I think
that gfm is super cool, and I can totally see us starting to use
that for object oriented wrappers around stuff we’re currently
using (FreeImage, AssImp, OpenGL, etc.). We’re definitely
interested in contributing anything we can going forward.

[1] http://circularstudios.com/
[2] http://github.com/Circular-Studios/Dash
[3]
http://forum.dlang.org/thread/qnaqymkehjvopwxwv...@forum.dlang.org


Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] (the 
group behind Dash). We had 14 people working on the team, 6 
engine programmers and 8 game developers creating Spectral Robot 
Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in the 
current pipeline, and a component model for game development and 
logic. Other major features at the moment include networking, 
skeletal-animation support, content and configuration loading via 
YAML, and UI support through Awesomium[3] (though we are in the 
process of moving over to using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity in 
a fully free and open source engine. We also hope that Dash can 
help to prove the power and maturity of D as a language, as well 
as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d love 
to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


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

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Colden Cullen via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 This is such a great effort to see!

I'm liking the enthusiasm!

Btw, I'm currently porting the Box2D physics engine to D. I've already
ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it
has continuous collision detection which allows bullet-style physics
without worry about physical shapes disappearing from the screen.
Box2D is also a C++ library, whereas Chipmunk is a C library.

I'm close to being done. I have some debugging to do and the complete
test-suite is almost entirely ported.


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

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote:
 Btw, I'm currently porting the Box2D physics engine to D.

For a second there I thought Dash was a 2D game engine, but it's a 3D
one, which is awesome! 2D physics can still be used with 3D graphics
to some great effect. But ultimately I would really want us to have a
3D physics engine.

I've been eyeing the Bullet physics engine. There have been several
attempts at writing bindings, but I think we (s/we/I) should make a
port instead. It will definitely take some work though. Porting Box2D
took me personally about two days of work (~20Kloc C++ codebase),
Bullet is ~150Kloc, but using things like regex for conversion
wouldn't scale here. Using a modified parser such as Daniel Murphy's
magicport or a C++ parser based on DScanner would probably work.

Anyway, I'm just rumbling out loud here to some of my future plans.
All of this will likely take a longer initial delay because I'm
relocating soon, so things will be hectic. :)


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Justin Whear via Digitalmars-d-announce
On Mon, 19 May 2014 19:50:35 +, Colden Cullen wrote:

 Hi everyone,
 
 I’m super excited to be able to announce that the Dash game engine[1] is
 finally stable and ready for public use! I’m currently the Lead Engine
 Programmer at Circular Studios[2] (the group behind Dash). We had 14
 people working on the team, 6 engine programmers and 8 game developers
 creating Spectral Robot Task Force, a turn-based strategy game built
 with Dash.
 
 Dash is an OpenGL engine written in the D language that runs on both
 Windows and Linux. We use a deferred-rendering model in the current
 pipeline, and a component model for game development and logic. Other
 major features at the moment include networking, skeletal-animation
 support, content and configuration loading via YAML, and UI support
 through Awesomium[3] (though we are in the process of moving over to
 using CEF[4] itself).
 
 Our vision for Dash is to have the programmer-facing model of
 XNA/Monogame combined with the designer-friendliness of Unity in a fully
 free and open source engine. We also hope that Dash can help to prove
 the power and maturity of D as a language, as well as push D to continue
 improving.
 
 We’re open to any feedback you may have, or better yet, we’d love to see
 pull requests for improvements.
 
 [1] https://github.com/Circular-Studios/Dash [2]
 http://circularstudios.com/
 [3] http://awesomium.com/
 [4] https://code.google.com/p/chromiumembedded/

Very exciting!  Thank for the very liberal license; this is a great 
contribution to the community.
I know you guys are probably crunching on the million things that stand 
between alpha and release, but when you have time, a series of blog posts 
or articles would be awesome.  Topics such as your usage of mixins and 
your experience with the GC would be great and speak to the advantages of 
using D.

BTW, The Setting up Your Environment page link on the main repo page 
(the README) is broken.

Justin


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

2014-05-19 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, May 19, 2014 at 22:46:33 +0200, Andrej Mitrovic via 
Digitalmars-d-announce wrote:
 For a second there I thought Dash was a 2D game engine, but it's a 3D
 one, which is awesome! 2D physics can still be used with 3D graphics
 to some great effect. But ultimately I would really want us to have a
 3D physics engine.

Derelict has a module[1] for ODE[2].

--Ben

[1]https://github.com/DerelictOrg/DerelictODE
[2]http://www.ode.org/


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Walter Bright via Digitalmars-d-announce

On 5/19/2014 12:50 PM, Colden Cullen wrote:

I’m super excited to be able to announce that the Dash game engine[1] is finally
stable and ready for public use!


http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/

I recommend posting your message text on Reddit, as that will generate more 
interest than just a link.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 20:45:51 UTC, Justin Whear wrote:
Very exciting!  Thank for the very liberal license; this is a 
great

contribution to the community.
I know you guys are probably crunching on the million things 
that stand
between alpha and release, but when you have time, a series of 
blog posts
or articles would be awesome.  Topics such as your usage of 
mixins and
your experience with the GC would be great and speak to the 
advantages of

using D.

BTW, The Setting up Your Environment page link on the main 
repo page

(the README) is broken.

Justin


Thanks! We're super excited. We wanted to make sure that anyone 
could do anything with it, hence the license. We're also all huge 
open source geeks, with no business people to tell us no :)


We are super busy, but we've also been trying to blog as much as 
we can. Myself[1] and one of my teammates[2] have been blogging a 
little (although I should warn you, there is some cruft from a 
class we took requiring posts for other stuff). We do really want 
to get some more stuff on paper, though. If you've got any ideas 
for stuff you want to read, suggestions are absolutely welcome!


Also, thanks for the heads up, I just fixed the link.

[1] http://blog.coldencullen.com/
[2] http://blog.danieljost.com/


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 20:52:04 UTC, Walter Bright wrote:

On 5/19/2014 12:50 PM, Colden Cullen wrote:
I’m super excited to be able to announce that the Dash game 
engine[1] is finally

stable and ready for public use!


http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/

I recommend posting your message text on Reddit, as that will 
generate more interest than just a link.


Good call, check it out here[1]. We also have an /r/gamedev 
post[2], where we've gotten some good D-related questions.


[1] 
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv
[2] 
http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Walter Bright via Digitalmars-d-announce

On 5/19/2014 1:55 PM, Colden Cullen wrote:

Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've
gotten some good D-related questions.

[1]
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv

[2]
http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/



Wonderful!


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] 
(the group behind Dash). We had 14 people working on the team, 
6 engine programmers and 8 game developers creating Spectral 
Robot Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in 
the current pipeline, and a component model for game 
development and logic. Other major features at the moment 
include networking, skeletal-animation support, content and 
configuration loading via YAML, and UI support through 
Awesomium[3] (though we are in the process of moving over to 
using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity 
in a fully free and open source engine. We also hope that Dash 
can help to prove the power and maturity of D as a language, as 
well as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d 
love to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


Looks awesome.

Don't have time now (finals) but will check it out later.
(I'm developing my own gamedev related... stuff so I'm unlikely 
to be
a user but looks like it might finally be something a new user 
can pick up right away and just start making a game in D)


For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely useless 
with NoScript. At least put a warning for NoScript users.


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

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Ben Boeckel via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 Derelict has a module[1] for ODE[2].

I've heard about ODE but I'm not sure about the state it's in these
days. Bullet seems to be the place of active development. I've yet to
try it though so I can't really give a proper review.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Daniel Jost via Digitalmars-d-announce

On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:
For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely useless 
with NoScript. At least put a warning for NoScript users.



We'll be switching off of readme.io to homebrew docs[1] hosted on 
Github.


[1] https://github.com/Circular-Studios/Dash-Docs


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread w0rp via Digitalmars-d-announce

On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] 
(the group behind Dash). We had 14 people working on the team, 
6 engine programmers and 8 game developers creating Spectral 
Robot Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in 
the current pipeline, and a component model for game 
development and logic. Other major features at the moment 
include networking, skeletal-animation support, content and 
configuration loading via YAML, and UI support through 
Awesomium[3] (though we are in the process of moving over to 
using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity 
in a fully free and open source engine. We also hope that Dash 
can help to prove the power and maturity of D as a language, as 
well as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d 
love to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


This is all awesome. I'll have to check this out.

I hate to be the guy who says you missed a spot, but you did 
name one module in your source tree core. You might want to 
rename that to avoid issues with core modules.


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

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce
On Monday, 19 May 2014 at 20:46:43 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:

On 5/19/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote:

Btw, I'm currently porting the Box2D physics engine to D.


For a second there I thought Dash was a 2D game engine, but 
it's a 3D
one, which is awesome! 2D physics can still be used with 3D 
graphics
to some great effect. But ultimately I would really want us to 
have a

3D physics engine.

I've been eyeing the Bullet physics engine. There have been 
several
attempts at writing bindings, but I think we (s/we/I) should 
make a
port instead. It will definitely take some work though. Porting 
Box2D
took me personally about two days of work (~20Kloc C++ 
codebase),

Bullet is ~150Kloc, but using things like regex for conversion
wouldn't scale here. Using a modified parser such as Daniel 
Murphy's

magicport or a C++ parser based on DScanner would probably work.

Anyway, I'm just rumbling out loud here to some of my future 
plans.

All of this will likely take a longer initial delay because I'm
relocating soon, so things will be hectic. :)


Good to hear about Box2D! We just had someone approach us about 
using our engine for a 2D physics based game, so we'll definitely 
point him in your direction.


As far as bullet goes, that would be amazing, but definitely no 
small undertaking. We talked about it internally, but decided it 
wasn't worth the time for just trying to get Dash off the ground. 
You should know, though, that if you do it, you'll have at least 
one user :)


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:05:01 UTC, Daniel Jost wrote:

On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:
For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely 
useless with NoScript. At least put a warning for NoScript 
users.



We'll be switching off of readme.io to homebrew docs[1] hosted 
on Github.


[1] https://github.com/Circular-Studios/Dash-Docs


This is super super not ready yet though, unfortunately. It will 
be our focus (or mine, at least) for then next few weeks.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:01:57 UTC, w0rp wrote:

This is all awesome. I'll have to check this out.

I hate to be the guy who says you missed a spot, but you did 
name one module in your source tree core. You might want to 
rename that to avoid issues with core modules.


You're definitely right about the core naming, but my plan is 
to just qualify everything with a dash package instead, to make 
it super clear everywhere what's being imported.


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

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce
On Monday, 19 May 2014 at 20:44:59 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:

On 5/19/14, Colden Cullen via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

This is such a great effort to see!


I'm liking the enthusiasm!

Btw, I'm currently porting the Box2D physics engine to D. I've 
already
ported Chipmunk a while ago, but Box2D has its own benefits. 
E.g. it
has continuous collision detection which allows bullet-style 
physics
without worry about physical shapes disappearing from the 
screen.

Box2D is also a C++ library, whereas Chipmunk is a C library.

I'm close to being done. I have some debugging to do and the 
complete

test-suite is almost entirely ported.


Box2D would be awesome. I'm about to start a project that would 
greatly benefit from good 2D physics (I used simple AABB till now 
simply because physics is too much of a PITA)


How do you port 20kloc in 2 days?
D:YAML took me months (although it was python w/ some dynamic 
classes)


Re: Gearing up for DConf 2014

2014-05-19 Thread Leandro Lucarella via Digitalmars-d-announce
Steven Schveighoffer, el 19 de May a las 15:27 me escribiste:
 On Mon, 19 May 2014 15:16:20 -0400, Walter Bright
 newshou...@digitalmars.com wrote:
 
 On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote:
 Walter Bright
 a.k.a. Walter Bright
 
 That just caused a stack overflow in my brain. Had to reboot it.
 
 http://www.criticalcommons.org/Members/ccManager/clips/malkovichFeedbackLoop.mp4/view

I think you should produce a video at the conferee with all the
attendants wearing a Walter Bright mask and simulating a QA section all
saying walter bright all the time.

THAT MUST HAPPEN

-- 
Leandro Lucarella (AKA luca) http://llucax.com.ar/
--
In 1995 a Japanese trawler sank, because a Russian
cargo plane dropped a living cow from 30,000 feet


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

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote:
Box2D would be awesome. I'm about to start a project that would 
greatly benefit from good 2D physics (I used simple AABB till 
now simply because physics is too much of a PITA)


How do you port 20kloc in 2 days?
D:YAML took me months (although it was python w/ some dynamic 
classes)


Oh you made D:YAML? I personally would like to thank you for 
providing us with an awesome library which we use for all non-art 
data loading. It's been really good to us.


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

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:10:02 UTC, Colden Cullen wrote:

On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote:
Box2D would be awesome. I'm about to start a project that 
would greatly benefit from good 2D physics (I used simple AABB 
till now simply because physics is too much of a PITA)


How do you port 20kloc in 2 days?
D:YAML took me months (although it was python w/ some dynamic 
classes)


Oh you made D:YAML? I personally would like to thank you for 
providing us with an awesome library which we use for all 
non-art data loading. It's been really good to us.


Is performance not a problem so far?
I did avoid unnecessary allocations but it still does use the GC 
quite a bit (I plan to eventually change that and add some other 
optimizations but I'd like std.allocator to be in phobos first 
and I didn't find it too slow for my own projects yet).


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

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:19:12 UTC, Kiith-Sa wrote:

Is performance not a problem so far?
I did avoid unnecessary allocations but it still does use the 
GC quite a bit (I plan to eventually change that and add some 
other optimizations but I'd like std.allocator to be in phobos 
first and I didn't find it too slow for my own projects yet).


No, not at all. Aside from the debug-only auto reloads, which 
only reload changed files, we only read from the YAML at 
initialization, which we haven't even thought about optimizing 
yet. So the short answer is no, it's been plenty fast.


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

2014-05-19 Thread ponce via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:00:37 UTC, Colden Cullen wrote:


As far as bullet goes, that would be amazing, but definitely no 
small undertaking. We talked about it internally, but decided 
it wasn't worth the time for just trying to get Dash off the 
ground. You should know, though, that if you do it, you'll have 
at least one user :)


This might be of interest then:
https://github.com/MeinMein/BulletD




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

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Kiith-Sa via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 Box2D would be awesome. I'm about to start a project that would
 greatly benefit from good 2D physics (I used simple AABB till now
 simply because physics is too much of a PITA)

Excellent. Expect the port to be done within a day or two. I just have
some runtime bugs to squash.

 How do you port 20kloc in 2 days?

Past experience helps I guess. I ported Chipmunk (10K) mostly over
night. I've ported lots of codebases already, so this has become sort
of a second-nature to me. :P


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

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:28:45 UTC, ponce wrote:

This might be of interest then:
https://github.com/MeinMein/BulletD


That's pretty cool! It doesn't appear (from the wording, at 
least) to be incredibly stable, but it certainly seems like a 
good start. I'll do some more research into it.


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

2014-05-19 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/19/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote:
 Excellent. Expect the port to be done within a day or two. I just have
 some runtime bugs to squash.

In the meantime here's a teaser:
http://i.imgur.com/HQSNhO2.png

The test-suite uses IMGUI which I've recently ported to D as well, so
you can use it right away:
https://github.com/d-gamedev-team/dimgui
http://code.dlang.org/packages/dimgui


Re: Gearing up for DConf 2014

2014-05-19 Thread Walter Bright via Digitalmars-d-announce

On 5/19/2014 1:48 PM, Leandro Lucarella wrote:

I think you should produce a video at the conferee with all the
attendants wearing a Walter Bright mask and simulating a QA section all
saying walter bright all the time.

THAT MUST HAPPEN


We keep you alive to serve this ship

   http://www.youtube.com/watch?feature=player_detailpagev=OX6v4W71hrE#t=78

so row well, and live!


Re: Gearing up for DConf 2014

2014-05-19 Thread Nick Sabalausky via Digitalmars-d-announce

On 5/19/2014 1:54 PM, Brian Schott wrote:

On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer wrote:

Would it be possible to have a separate space on the nametags for
handles?

-Steve


Hello, my name is INIGO MONTOYA YOU KILLED MY FATHER, PREPARE TO DIE


All of that on a name tag? Inconceivable!



Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Matt Soucy via Digitalmars-d-announce
On 05/19/2014 03:50 PM, Colden Cullen wrote:
 Hi everyone,
 
 I’m super excited to be able to announce that the Dash game engine[1] is 
 finally stable and ready for public use! I’m currently the Lead Engine 
 Programmer at Circular Studios[2] (the group behind Dash). We had 14 people 
 working on the team, 6 engine programmers and 8 game developers creating 
 Spectral Robot Task Force, a turn-based strategy game built with Dash.
 
 Dash is an OpenGL engine written in the D language that runs on both Windows 
 and Linux. We use a deferred-rendering model in the current pipeline, and a 
 component model for game development and logic. Other major features at the 
 moment include networking, skeletal-animation support, content and 
 configuration loading via YAML, and UI support through Awesomium[3] (though 
 we are in the process of moving over to using CEF[4] itself).
 
 Our vision for Dash is to have the programmer-facing model of XNA/Monogame 
 combined with the designer-friendliness of Unity in a fully free and open 
 source engine. We also hope that Dash can help to prove the power and 
 maturity of D as a language, as well as push D to continue improving.
 
 We’re open to any feedback you may have, or better yet, we’d love to see pull 
 requests for improvements.
 
 [1] https://github.com/Circular-Studios/Dash
 [2] http://circularstudios.com/
 [3] http://awesomium.com/
 [4] https://code.google.com/p/chromiumembedded/

Congratulations on the release, guys!

-- 
Matt Soucy
http://msoucy.me/


Re: LDC 0.13.0 beta 1 released!

2014-05-19 Thread bioinfornatics via Digitalmars-d-announce

On Sunday, 18 May 2014 at 13:18:51 UTC, David Nadlinger wrote:

On Sunday, 18 May 2014 at 11:58:20 UTC, bioinfornatics wrote:

Woa uOuh shared lib support added :-)

I love you


Unfortunately building Phobos as a shared library is not quite
supported yet. I added the technical underpinnings for it, but 
we

still need somebody to go through and acutely actually test the
feature resp. fix any remaining issues.

David


  Ok no problem ldc 0.13 beta puh on rawhide branch (fedora dev)
with a rebuild for each  D apps/libs


TweetNaCl port

2014-05-19 Thread ketmar via Digitalmars-d-announce
this is quick-and-dirty port of TweetNaCl to D. it's not a proper 
'D rewrite' of TweetNaCl, it still shows it's C roots, but it 
works. and it has test suite and ddoc which original TweetNaCl 
lacks.


WARNING! API is subject to change. but you can take the current 
version and use it as-is if the current API is ok for you.


http://repo.or.cz/w/tweetnacl.d.git

p.s. somehow i have feeling that somebody already did that and i 
failed my google-foo again.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Rikki Cattermole via Digitalmars-d-announce

On 20/05/2014 7:50 a.m., Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game engine[1] is
finally stable and ready for public use! I’m currently the Lead Engine
Programmer at Circular Studios[2] (the group behind Dash). We had 14
people working on the team, 6 engine programmers and 8 game developers
creating Spectral Robot Task Force, a turn-based strategy game built
with Dash.

Dash is an OpenGL engine written in the D language that runs on both
Windows and Linux. We use a deferred-rendering model in the current
pipeline, and a component model for game development and logic. Other
major features at the moment include networking, skeletal-animation
support, content and configuration loading via YAML, and UI support
through Awesomium[3] (though we are in the process of moving over to
using CEF[4] itself).

Our vision for Dash is to have the programmer-facing model of
XNA/Monogame combined with the designer-friendliness of Unity in a fully
free and open source engine. We also hope that Dash can help to prove
the power and maturity of D as a language, as well as push D to continue
improving.

We’re open to any feedback you may have, or better yet, we’d love to see
pull requests for improvements.

[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:

Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.


Says the author of Duml :)

It's definitely something I want to do, I just haven't gotten the 
chance yet.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Rikki Cattermole via Digitalmars-d-announce

On 20/05/2014 2:21 p.m., Colden Cullen wrote:

On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:

Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.


Says the author of Duml :)

It's definitely something I want to do, I just haven't gotten the chance
yet.


Selfish promotion ;) But yes, for this type of thing it definitely does 
give confidence to new users that they can see this type of thing. And 
hey, when its practically free(work wise) why not?


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Mineko via Digitalmars-d-announce
Wow, good stuff, very impressive, I'm making a engine myself 
called Breaker Engine (Coded in D), and I might just have to take 
a few tips from your engine.


Although I've neglected it for about 2 months now lol, I've been 
gathering data as my math is not so good..


If anything I make in my engine just happens to be anything I can 
apply to your team's engine, I'll be sure to contribute. :)


Seeing as how you're using a component system.. It's probably 
just coincidental, but would your project happen to have any 
relation to BennyQBD's engine? 
(https://github.com/BennyQBD/3DEngineCpp)


Also, I may have skipped over it in this thread, but what was 
your experience with the D GC in your engine?


Was it a problem?
Anyway, again, good work, I look forward to our future 
relationship as D game engine developers. :)