Re: reggae v0.5.0: new features in the D meta-build system

2015-09-16 Thread Leandro Motta Barros via Digitalmars-d-announce
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

2015-05-27 Thread Leandro Motta Barros via Digitalmars-d-announce
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

2013-09-05 Thread Leandro Motta Barros
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

2013-09-05 Thread Leandro Motta Barros
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

2013-09-04 Thread Leandro Motta Barros
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

2013-06-02 Thread Leandro Motta Barros
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