Re: reggae v0.5.0: new features in the D meta-build system
This link should work for everyone: http://code.dlang.org/packages/reggae (I never tried reggae. Maybe I should, it looks good.) LMB On Wed, Sep 16, 2015 at 11:07 AM, Atila Neves via Digitalmars-d-announce < digitalmars-d-announce@puremagic.com> wrote: > http://code.dlang.org/my_packages/reggae > > What's new: > . API changes: main high-level rules are now called objectFiles, link, and > scriptlike > . Optional top-level targets: aren't built by default but can be built on > request > . Phony targets > . staticLibrary rule that does what it says > . unityBuild rule for C/C++ projects that builds a binary as one > translation unit to speed up compilation > . Support for writing build descriptions in Python, Ruby, Lua and > JavaScript > > That last one might cause scratchy head syndrome. Why would I want to > enable writing builds in a language other than D? Here's why: > > 1. Interpreting a build description is faster than compiling, linking and > running it. Not a big deal since the build description isn't read often, > but it's true > 2. No confusion about when to use `enum` and when to use `alias`. Again, > probably wasn't catching anybody unawares but also true > 3. Not having to install a D compiler in order to generate builds - I ran > into this issue at work the other day trying to use reggae on a weird VM > with no root access > 4. More importantly... to not limit reggae to only D developers > > There are quite a few build systems / tools out there in which different > languages are used. Almost all of them are only used by developers of their > language niche: Ruby/Rake, Python/SCons/Waf, Groovy/Java/Gradle, > Haskell/Shake, etc. This is my attempt to make reggae appeal to a wider > audience. > > I wanted to add a Lisp too but then I'd have to pick a dialect and an > implemetation, only to annoy fans of other dialects. I might just do Emacs > Lisp to annoy everyone equally! Also, for the lulz. > > Atila >
Re: Now official: we are livestreaming DConf 2015
Thanks so much for doing this! Really nice to follow DConf in real time! LMB On Wed, May 27, 2015 at 4:01 PM, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Thanks to John Colvin! He rigged his webcam centrally so we can livestream DConf 2015 in passable quality to youtube. Link: https://www.youtube.com/watch?v=-OCl-jWyT9E It's live now (30 minutes of break still ongoing so not a lot going on at the moment). Schedule at: http://dconf.org/2015/schedule/index.html Times are in MDT (GMT-0600). Andrei
Re: FewDee: A library for 2D game prototyping
On Thu, Sep 5, 2013 at 4:04 AM, ilya-stromberg ilya-stromberg-2...@yandex.ru wrote: On Thursday, 5 September 2013 at 00:40:27 UTC, Leandro Motta Barros wrote: FewDee is an incomplete, experimental, mostly 2D, library focused on games prototyping. It's intresting. Do you have any game prototype? It will be intresting to see FewDee usage. So far, I used FewDee (a very early version, in fact) in one prototype only, but it is not open source. I hope to develop some simple examples I can share during the next months. About build system - you can use dub: https://github.com/**rejectedsoftware/dubhttps://github.com/rejectedsoftware/dub It's really simple. Yeah, I should probably consider using it. (Even for its package manager features.) Also, can you publish Allegro library bindings for D to the Deimos: https://github.com/D-**Programming-Deimoshttps://github.com/D-Programming-Deimos It can be useful for another projects. I should have mentioned that I am using SiegeLord's Allegro bindings, which someone else has already mentioned down the thread: https://github.com/SiegeLord/DAllegro5 LMB
Re: FewDee: A library for 2D game prototyping
On Thu, Sep 5, 2013 at 7:33 AM, ilya-stromberg ilya-stromberg-2...@yandex.ru wrote: On Thursday, 5 September 2013 at 10:24:00 UTC, Leandro Motta Barros wrote: So far, I used FewDee (a very early version, in fact) in one prototype only, but it is not open source. I hope to develop some simple examples I can share during the next months. Can you publish a video of the game to the YouTube.com whitout any source codes? Sorry, I don't want to invest the time to do this right now. I know this would be important to sell FewDee to new users, but getting users isn't my focus at the moment. Anyway (better than nothing, I guess), I have a few screenshots here: http://www.stackedboxes.org/~lmb/Balaio/Pontius_Abertura.png http://www.stackedboxes.org/~lmb/Balaio/Pontius_Jogo.png http://www.stackedboxes.org/~lmb/Balaio/Pontius_Brabo.png http://www.stackedboxes.org/~lmb/Balaio/Pontius_Vigilancia.png Some background: I made this in a rush, for my aunt, who frequently works training restaurant employees in best hygiene practices. She was working in her academic specialization, defending the usage of games to train these people. LMB
FewDee: A library for 2D game prototyping
Hello, FewDee is an incomplete, experimental, mostly 2D, library focused on games prototyping. The official Mercurial repository is here: https://bitbucket.org/lmb/fewdee And there is a Git mirror here: https://github.com/lmbarros/FewDee This is work in progress. It is usable(*), but still needs lots of improvements. (*) I used an early version of FewDee in a prototype that worked even in a public demonstration ;-) I wasn't afraid of using D any features in FewDee, so I used (and even misused) lots of associative arrays, delegates, GC'ed memory... it might be interesting to see how it will behave in more demanding applications. My plan now is to stop working directly on FewDee; instead, I intend to actually use it in a few more game prototypes. Then, I'll use this experience to further guide the library evolution. Lastly, this is my first sizable D project, so destroy with kindness ;-) Cheers, LMB
Re: D at University of Minnesota
Maybe stuff added to the language? User-defined attributes, for instance. LMB On Sun, Jun 2, 2013 at 7:45 PM, Jonathan M Davis jmdavisp...@gmx.com wrote: On Monday, June 03, 2013 00:29:09 Carl Sturtivant wrote: This is awesome! I'm sure I speak on behalf of the entire community that we'd be happy to help with anything you need. There is, perhaps, a need for a short technical document bringing TDPL up to date, i.e. consistent with the currently accepted view of the definition of D (wherever that resides). No doubt this is not necessary and the course will go fine without it, but it would be useful, as well as being encouraging to those students who exercise some initiative. And what about TDPL is so out of date? Its description of pure is that of strongly pure and thus is not fully correct, but from what I recall, almost everything in it that's not correct (aside from actually errors in the original text - which are covered by the errata) simply hasn't been implemented yet (e.g. multiple alias thises) and was not any more correct when TDPL was released than it is now. So, AFAIK, very little in TDPL is incorrect or actually needs to be updated, and almost all of what's incorrect is supposed to be corrected by the feature in question actually being implemented. - Jonathan M Davis