Re: Dgame RC #1
On Friday, 3 April 2015 at 04:55:42 UTC, Mike Parker wrote: On Thursday, 2 April 2015 at 09:38:05 UTC, Namespace wrote: Dgame is based on SDL 2.0.3 (as described in the installation tutorial), but tries to wrap any function call which is introduced after SDL 2.0.0: static if (SDL_VERSION_ATLEAST(2, 0, 2)) so that Dgame should be usable with any SDL2.x version. I will investigate which function is calling SDL_HasAVX. None of that matters. This has nothing to do with what Dgame is calling, but what Derelict is actually trying to load. SDL_HasAVX was added to the API in 2.0.2 so does not exist in previous versions of SDL, therefore an exception will be thrown when Derelict tries to load older versions and that function is missing. Dgame will load DerelictSDL2 as usual and then it will check if the supported version is below 2.0.2. If so, DerelictSDL2 will be reloaded with SharedLibVersion(MAX_SUPPORTED_VERSION)). That should that work, right? No, it won't. By default, Derelict attempts to load functions from the 2.0.2 API (which includes 2.0.3, since the API did not change). That means anything below 2.0.2 will *always* fail to load because they are missing the functions added to the API in 2.0.2. The right way to do this is to use the selective loading mechanism to disable exceptions for certain functions. With the 1.9.x versions of DerelictSDL2, you no longer have to implement that manually. As I wrote above, you can do this: DerelictSDL2.load(SharedLibVersion(2,0,0)); With that, you can load any version of SDL2 available on the system, from 2.0.0 on up. It uses selective loading internally. For example, 2.0.0 will load even though it is missing SDL_HasAVX and several other functions added in 2.0.1 and 2.0.2. But you should only do this if you are absolutely sure that you are not calling any functions that were not present in 2.0.0. For example, the SDL_GetPrefPath/SDL_GetBasePath functions were added in 2.0.1. If you require those and need nothing from 2.0.2, then you should do this: DerelictSDL2.load(SharedLibVersion(2,0,1)); Now, 2.0.0 will fail to load, but 2.0.1 and higher will succeed. You can look at the functions allowSDL_2_0_0 and allowSDL_2_0_1 in sdl.d [1] to see exactly which functions were added in 2.0.1 and 2.0.2 so that you can determine if you require any of them. I also encourage you to go and do a diff of the SDL headers for each release to see things other than functions, like new constants, that were added in each release (and to protect against the possibility that I've made a mistake somewhere). That won't affect whether or not Derleict loads, but a new constant added in SDL 2.0.2 won't work with a function that existed in 2.0.0, for example. Yes, you're right. I'll undo my changes and I'll set SDL 2.0.2 as a basis for Dgame. Thank you for the explanation. :)
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:10:33 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. I understand that. But: 1. One of D's advantages is fast compilation. I don't think that means we should should compile everything all the time because we can (it's fast anyway!) 2. There are measureable differences in compile-time. While working on reggae I got much faster edit-compile-unittest cycles because of separate compilation 3. This is valuable feedback. I was wondering what everybody else would think. It could be configureable, your not endorse it in any way notwithstanding. I for one would rather have it compile separately 4. CTFE and memory consumption can go through the roof (anecdotally anyway, it's never been a problem for me) when compiling everything at once.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:13:41 UTC, Dicebot wrote: Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler. I was also thinking of a binary backend (producing a binary executable that does the build, kinda like what ctRegex does but for builds), and also something that just builds it on the spot. The thing is, I want to get feedback on the API first and foremost, and delegating the whole do-I-or-do-I-not-need-to-build-it logic to programs that already do that (and well) first was the obvious (for me) choice. Also, Ninja is _really_ fast.
Reggae v0.0.5 super alpha: A build system in D
I wanted to work on this a little more before announcing it, but it seems I'm going to be busy working on trying to get unit-threaded into std.experimental so here it is: http://code.dlang.org/packages/reggae If you're wondering about the name, it's because it's supposed to build on dub. You might wonder at some of the design decisions. Some of them are solutions to weird problems caused by writing build descriptions in a compiled language, others I'm not too sure of. Should compiler flags be an array of strings or a string? I got tired of typing square brackets so it's a string for now. Please let me know if the API is suitable or not, preferably by trying to actually use it to build your software. Existing dub projects might work by just doing this from a build directory of your choice: reggae -b make /path/to/project. That should generate a Makefile (or equivalent Ninja ones if `-b ninja` is used) to do what `dub build` usually does. It _should_ work for all dub projects, but it doesn't right now. For at least a few projects it's due to bugs in `dub describe`. For others it might be bugs in reggae, I don't know yet. Any dub.json files that use dub configurations extensively is likely to not work. Features: . Make and Ninja backends (tup will be the next one) . Automatically imports dub projects and writes the reggae build configuration . Access to all objects to be built with dub (including dependencies) when writing custom builds (reggae does this itself) . Out-of-tree builds, like CMake . Arbitrary build rules but pre-built ease-of-use higher level targets . Separate compilation. One file changes, only one file gets rebuilt . Automatic dependency detection for D, C, and C++ source files . Can build itself (but includes too many object files, another `dub describe` bug) There are several runnable examples in the features directory, in the form of Cucumber tests. They include linking D code to C++. I submitted a proposal to talk about this at DConf but I'll be talking about testing instead. Maybe next year? Anyway, destroy! Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way.
Re: Reggae v0.0.5 super alpha: A build system in D
Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:17:50 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 17:13:41 UTC, Dicebot wrote: Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler. I was also thinking of a binary backend (producing a binary executable that does the build, kinda like what ctRegex does but for builds), and also something that just builds it on the spot. The thing is, I want to get feedback on the API first and foremost, and delegating the whole do-I-or-do-I-not-need-to-build-it logic to programs that already do that (and well) first was the obvious (for me) choice. Also, Ninja is _really_ fast. The thing is, it may actually affect API. The way I have originally expected it, any legal D code would be allowed for build commands instead of pure DSL approach. So instead of providing high level abstraction like this: const mainObj = Target(main.o, dmd -I$project/src -c $in -of$out, Target(src/main.d)); const mathsObj = Target(maths.o, dmd -c $in -of$out, Target(src/maths.d)); const app = Target(myapp, dmd -of$out $in, [mainObj, mathsObj]); .. you instead define dependency building blocks in D domain: struct App { enum path = ./myapp; alias deps = Depends!(mainObj, mathsObj); static void generate() { import std.process; enforce(execute([ dmd, -ofmyapp, deps[0].path, deps[1].path]).status); } } And provide higher level helper abstractions on top of that, tuned for D projects. This is just random syntax I have just invented for example of course. It is already possible to write decent cross-platform scripts in D - only dependency tracking library is missing. But of course that would make using other build systems as backends impossible.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:59:22 UTC, Atila Neves wrote: Well, I took your advice (and one of my acceptance tests is based off of your simplified real-work example) and started with the low-level any-command-will-do API first. I built the high-level ones on top of that. It doesn't seem crazy to me that certain builds can only be done by certain backends. The fact that the make backend can track C/C++/D dependencies wasn't a given and the implementation is quite ugly. In any case, the Target structs aren't high-level abstractions, they're just data. Data that can be generated by any code. Your example is basically how the `dExe` rule works: run dmd at run-time, collect dependencies and build all the `Target` instances. You could have a D backend that outputs (then compiles and runs) your example. The only problem I can see is execution speed. Maybe I didn't include enough examples. I also need to think of your example a bit more. I may have misunderstood how it works judging only by provided examples. Give a me bit more time to investigate actual sources and I may reconsider :)
Re: Digger 1.1
On 2015-03-18 12:14:01 +, Vladimir Panteleev said: I've pushed support for DMD bootstrapping, so if you need to build master now, build latest Digger from source. I'll make a binary release after 2.067 is out. Any news on this? And will there by COFF32 support as well? -- Robert M. Münch http://www.saphirion.com smarter | better | faster
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:25:51 UTC, Ben Boeckel wrote: On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben There are 2 big problems with C-style separate compilation: 1) Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. During last D Berlin Meetup we had an interesting conversation on attribute inference topic with Martin Nowak and dropping legacy C-style separate compilation seemed to be recognized as unavoidable to implement anything decent in that domain. 2) Ironically, it is just very slow. Those who come from C world got used to using separate compilation to speed up rebuilds but it doesn't work that way in D. It may look better if you change only 1 or 2 module but as amount of modified modules grows, incremental rebuild quickly becomes _slower_ than full program build with all files processed in one go. It can sometimes result in order of magnitude slowdown (personal experience). Difference from C is that repeated imports are very cheap in D (you don't copy-paste module content again and again like with headers) but at the same time semantic analysis of imported module is more expensive (because D semantics are more complicated). When you do separate compilation you discard already processed imports and repeat it again and again from the very beginning for each new compiled file, accumulating huge slowdown for application in total. To get best compilation speed in D you want to process as many modules with shared imports at one time as possible. At the same time for really big projects it becomes not feasible at some point, especially if CTFE is heavily used and memory consumption explodes. In that case best approach is partial separate compilation - decoupling parts of a program as static libraries and doing parallel compilation of each separate library - but still compiling each library in one go. That allows to get parallelization without doing the same costly work again and again.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:40:42 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:17:50 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 17:13:41 UTC, Dicebot wrote: Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler. I was also thinking of a binary backend (producing a binary executable that does the build, kinda like what ctRegex does but for builds), and also something that just builds it on the spot. The thing is, I want to get feedback on the API first and foremost, and delegating the whole do-I-or-do-I-not-need-to-build-it logic to programs that already do that (and well) first was the obvious (for me) choice. Also, Ninja is _really_ fast. The thing is, it may actually affect API. The way I have originally expected it, any legal D code would be allowed for build commands instead of pure DSL approach. So instead of providing high level abstraction like this: const mainObj = Target(main.o, dmd -I$project/src -c $in -of$out, Target(src/main.d)); const mathsObj = Target(maths.o, dmd -c $in -of$out, Target(src/maths.d)); const app = Target(myapp, dmd -of$out $in, [mainObj, mathsObj]); .. you instead define dependency building blocks in D domain: struct App { enum path = ./myapp; alias deps = Depends!(mainObj, mathsObj); static void generate() { import std.process; enforce(execute([ dmd, -ofmyapp, deps[0].path, deps[1].path]).status); } } And provide higher level helper abstractions on top of that, tuned for D projects. This is just random syntax I have just invented for example of course. It is already possible to write decent cross-platform scripts in D - only dependency tracking library is missing. But of course that would make using other build systems as backends impossible. Well, I took your advice (and one of my acceptance tests is based off of your simplified real-work example) and started with the low-level any-command-will-do API first. I built the high-level ones on top of that. It doesn't seem crazy to me that certain builds can only be done by certain backends. The fact that the make backend can track C/C++/D dependencies wasn't a given and the implementation is quite ugly. In any case, the Target structs aren't high-level abstractions, they're just data. Data that can be generated by any code. Your example is basically how the `dExe` rule works: run dmd at run-time, collect dependencies and build all the `Target` instances. You could have a D backend that outputs (then compiles and runs) your example. The only problem I can see is execution speed. Maybe I didn't include enough examples. I also need to think of your example a bit more.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:22:42 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 17:10:33 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. I understand that. But: 1. One of D's advantages is fast compilation. I don't think that means we should should compile everything all the time because we can (it's fast anyway!) 2. There are measureable differences in compile-time. While working on reggae I got much faster edit-compile-unittest cycles because of separate compilation 3. This is valuable feedback. I was wondering what everybody else would think. It could be configureable, your not endorse it in any way notwithstanding. I for one would rather have it compile separately 4. CTFE and memory consumption can go through the roof (anecdotally anyway, it's never been a problem for me) when compiling everything at once. See http://forum.dlang.org/post/nhaoahnqucqkjgdwt...@forum.dlang.org tl; dr: separate compilation support is necessary, but not at single module level.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:55:00 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:25:51 UTC, Ben Boeckel wrote: On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben There are 2 big problems with C-style separate compilation: 1) Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. During last D Berlin Meetup we had an interesting conversation on attribute inference topic with Martin Nowak and dropping legacy C-style separate compilation seemed to be recognized as unavoidable to implement anything decent in that domain. 2) Ironically, it is just very slow. Those who come from C world got used to using separate compilation to speed up rebuilds but it doesn't work that way in D. It may look better if you change only 1 or 2 module but as amount of modified modules grows, incremental rebuild quickly becomes _slower_ than full program build with all files processed in one go. It can sometimes result in order of magnitude slowdown (personal experience). Difference from C is that repeated imports are very cheap in D (you don't copy-paste module content again and again like with headers) but at the same time semantic analysis of imported module is more expensive (because D semantics are more complicated). When you do separate compilation you discard already processed imports and repeat it again and again from the very beginning for each new compiled file, accumulating huge slowdown for application in total. To get best compilation speed in D you want to process as many modules with shared imports at one time as possible. At the same time for really big projects it becomes not feasible at some point, especially if CTFE is heavily used and memory consumption explodes. In that case best approach is partial separate compilation - decoupling parts of a program as static libraries and doing parallel compilation of each separate library - but still compiling each library in one go. That allows to get parallelization without doing the same costly work again and again. Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. All I know is I've seen a definite improvement in my edit-compile-unittest cycle by compiling modules separately. How would the decoupling happen? Is the user supposed to partition the binary into suitable static libraries? Or is the system supposed to be smart enough to figure that out? Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On 2015-04-03 20:06, Atila Neves wrote: Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. -- /Jacob Carlborg
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:07:09 UTC, Jacob Carlborg wrote: On 2015-04-03 20:06, Atila Neves wrote: Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build.
Re: Reggae v0.0.5 super alpha: A build system in D
On 2015-04-03 19:03, Atila Neves wrote: I wanted to work on this a little more before announcing it, but it seems I'm going to be busy working on trying to get unit-threaded into std.experimental so here it is: http://code.dlang.org/packages/reggae One thing I noticed immediately (unless I'm mistaken), compiling a D project without dependencies is too complicated. It should just be: $ cd my_d_project $ reggae -- /Jacob Carlborg
Re: Loading of widgets from DML markup and DML Editor in DlangUI
If you are interested, we are doing a GUI system inspired by QtQuick/QMLEngine : https://github.com/D-Quick/DQuick
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:08:58 UTC, weaselcat wrote: I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build. I don't care if incremental build is 10x faster if full build still stays at ~1 second. However I do care (and consider unacceptable) if support for incremental builds makes full build 10 seconds long.
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/3/15 12:07 PM, Jacob Carlborg wrote: On 2015-04-03 20:06, Atila Neves wrote: Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. Truth be told that's 5.3 seconds for an entire build so the comparison is only partially relevant. -- Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 18:06:42 UTC, Atila Neves wrote: All I know is I've seen a definite improvement in my edit-compile-unittest cycle by compiling modules separately. How would the decoupling happen? Is the user supposed to partition the binary into suitable static libraries? Or is the system supposed to be smart enough to figure that out? Ideally both. Build system should be smart enough to group into static libraries automatically if user doesn't care (Andrei suggestion of one package per library makes sense) but option of explicit definition of compilation units is still necessary of course.
Re: Digger 1.1
On Friday, 3 April 2015 at 16:43:38 UTC, Robert M. Münch wrote: On 2015-03-18 12:14:01 +, Vladimir Panteleev said: I've pushed support for DMD bootstrapping, so if you need to build master now, build latest Digger from source. I'll make a binary release after 2.067 is out. Any news on this? There is a preview binary release with this implemented. And will there by COFF32 support as well? Shouldn't be too hard to add.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:55:00 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:25:51 UTC, Ben Boeckel wrote: On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben There are 2 big problems with C-style separate compilation: 1) Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. Not sure about other people, but I do not care about whole program optimization during an edit-compile-run cycle. I just want it to compile as fast as possible, and if I change one or two files I don't want to have to recompile an entire codebase.
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/3/15 11:06 AM, Atila Neves wrote: It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. Whoa. The difference is much larger (= day and night) on at least a couple of projects at work. All I know is I've seen a definite improvement in my edit-compile-unittest cycle by compiling modules separately. How would the decoupling happen? Is the user supposed to partition the binary into suitable static libraries? Or is the system supposed to be smart enough to figure that out? Smarts would be nice, but in first approximation one package = one compilation unit is a great policy. Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/3/15 10:10 AM, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge no in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Agreed. D build style should be one invocation per package. -- Andrei
Re: Dgame RC #1
One small note about the tutorials. In the tutorial on Game Loop and Event handling: http://rswhite.de/dgame5/?page=tutorialtut=handle_events In the first example, I believe you are missing an import for Dgame.Window.Event. It shows up int the second example, so no big deal, but I figured I should let you know. Are the tutorials on GitHub too? Craig
OpenVG bindings
Hi folks, today i've created my first dlang library ^_^ a binding to the OpenVG library standard. The referenced implementation is ShivaVG which allows to draw vector graphics within an OpenGL context (similar to cairo). A small demo application is included, using derelict gl3 and glfw3 https://github.com/oggs91/OpenVG_D http://code.dlang.org/packages/dopenvg
Re: OpenVG bindings
On 4/04/2015 11:53 a.m., ddos wrote: Hi folks, today i've created my first dlang library ^_^ a binding to the OpenVG library standard. The referenced implementation is ShivaVG which allows to draw vector graphics within an OpenGL context (similar to cairo). A small demo application is included, using derelict gl3 and glfw3 https://github.com/oggs91/OpenVG_D http://code.dlang.org/packages/dopenvg Could you please add an example using Devisualization.Window? That way its one less external to D library that is a dependency. https://github.com/Devisualization/window