Re: Dgame revived
Since it can be somewhat annoying to create the necessary shared libraries, it would be very helpful if those who have already created these files (specifically * .so and * .dylib) could send those files to me (rswhi...@gmail.com). New user could reuse these files. Of course you should also write me, on what operating system you are. ;) I'd do it myself, but my time is still sorely limited by end of next week. Therefore I would be grateful to everyone, which does the hard work for me. Thank you in advance.
Re: Dgame revived
On Sunday, 15 March 2015 at 23:17:10 UTC, Joel wrote: On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066. Compiling using dmd... Error: cannot read file main.d FAIL .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C \ dgame-example executable Error executing command run: dmd failed with exit code 1. That error should be fixed now. I still get this error. Or am I using the wrong zip file? Keep up the good work! Thanks! Currently you should use the Master branch until I fixed the package thing.
Re: Dgame revived
Currently you should use the Master branch until I fixed the package thing. I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the current version 2.066.
Re: Dgame revived
On Monday, 16 March 2015 at 07:49:52 UTC, Namespace wrote: Currently you should use the Master branch until I fixed the package thing. I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the current version 2.066. Forgot to mention the new Beta tag (hopefully the last :)): https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.3
Re: Dgame revived
I think a tutorial on how to do tile map with sprites would be awesome http://dgame-dev.de/?page=tutorialtut=tilemap
Re: Dgame revived
On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote: I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1 New Beta: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2 and two new Tutorials: http://dgame-dev.de/?page=tutorialtut=gl_settings http://dgame-dev.de/?page=tutorialtut=tilemap I hope my english is not that bad.
Re: Dgame revived
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066. Compiling using dmd... Error: cannot read file main.d FAIL .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C \ dgame-example executable Error executing command run: dmd failed with exit code 1. That error should be fixed now. Keep up the good work! Thanks!
Re: Dgame revived
I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Compiling using dmd... Error: cannot read file main.d FAIL .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C \ dgame-example executable Error executing command run: dmd failed with exit code 1. Keep up the good work!
Re: Dgame revived
On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066. Compiling using dmd... Error: cannot read file main.d FAIL .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C \ dgame-example executable Error executing command run: dmd failed with exit code 1. That error should be fixed now. I still get this error. Or am I using the wrong zip file? Keep up the good work! Thanks!
Re: Dgame revived
On Sunday, 15 March 2015 at 18:12:36 UTC, Namespace wrote: On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote: I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1 New Beta: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2 and two new Tutorials: http://dgame-dev.de/?page=tutorialtut=gl_settings http://dgame-dev.de/?page=tutorialtut=tilemap I hope my english is not that bad. This is great, thanks for the tilemap tute. And as a non-native speaker myself I think your English is very good :) bye, amber
Re: Dgame revived
On Saturday, 14 March 2015 at 15:19:20 UTC, Namespace wrote: On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote: On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote: On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D. Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew How many do you have? Four in total, all half finished -- just the way I like them :-) I do intend to finish them off, I just need to find more the time between work and sleep... Cheers, Stew Even half finished, I would like to see them. http://dgame-dev.de/?page=show is also called Work in Progress ;) When I get something to a state that I'm comfortable sharing I'll let you know. The hardest part is the resources, graphics etc. My sprites are pretty embarrassing :) Cheers, Stew
Re: Dgame revived
On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote: On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote: On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D. Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew How many do you have? Four in total, all half finished -- just the way I like them :-) I do intend to finish them off, I just need to find more the time between work and sleep... Cheers, Stew Even half finished, I would like to see them. http://dgame-dev.de/?page=show is also called Work in Progress ;)
Re: Dgame revived
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. http://dgame-dev.de/?page=tutorial I've worked the whole day to get them updated. Hopefully I don't missed something. I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. If someone wants to he can test Dgame extensive. If no complaints are made, I will release the 0.5.0 version next friday.
Re: Dgame revived
I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
Re: Dgame revived
On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote: On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D. Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew How many do you have? Four in total, all half finished -- just the way I like them :-) I do intend to finish them off, I just need to find more the time between work and sleep... Cheers, Stew
Re: Dgame revived
The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D.
Re: Dgame revived
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D. Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew
Re: Dgame revived
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D. Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew How many do you have?
Re: Dgame revived
A TileMap with Sprites is pretty simple: class Tile : Sprite { // ... more features } Each Tile is stored on fixed points on the screen and represent the Tile-Image. Forget to mention: This construct is not as fast as the old implementation which use a VertexBuffer, but it is more dynamic. E.G. if you have a game with destroyable Tiles this approach is much more common and suitable because it is easier and cheaper to nullify an Tile. See also my last implementation in my unfinished game Quinn Quadrat: https://github.com/Dgame/SDL-Game/blob/master/Tile.hpp https://github.com/Dgame/SDL-Game/blob/master/Tile.cpp https://github.com/Dgame/SDL-Game/blob/master/TileMap.hpp https://github.com/Dgame/SDL-Game/blob/master/TileMap.cpp
Re: Dgame revived
On Friday, 13 March 2015 at 10:34:50 UTC, amber wrote: On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote: The most of Dgame is ready, only the tutorials are missing to arrive to the release state. Is there anything you wanted absolutely in Dgame? A module, a tutorial? Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas? At the end of this month I wanted to participate on One game a month (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D. I think a tutorial on how to do tile map with sprites would be awesome and the one game a month would be a great way to stress test Dgame and find those missing features. I think so too. A TileMap with Sprites is pretty simple: class Tile : Sprite { // ... more features } Each Tile is stored on fixed points on the screen and represent the Tile-Image. But maybe I will implement the old TileMap implementation again. ;) Let's see. One feature that I think would be useful is a console to help with development and tweak settings at run time. That's not possible in the near future. ;) Sorry. But an interesting idea. Thanks for your work on Dgame. I'm going to switch over to the new version and give it a try :) Glad to hear that! bye, amber
Re: Dgame revived
On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote: Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle. Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Windowmodule=GLSettings
Re: Dgame revived
On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote: Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle. Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Windowmodule=GLSettings Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?
Re: Dgame revived
On Wednesday, 4 March 2015 at 11:56:28 UTC, stewarth wrote: On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote: On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote: Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle. Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Windowmodule=GLSettings Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0? I think that because 0.5.0 is on a branch you will need to tell dub to switch branches. This is done with a '~' in the dependencies line. You also need to run dub upgrade. Something like this (untested): --- ... sourcePaths:[.], dependencies: { dgame:~0.5.0 }, targetType:executable ... $ dub upgraade $ dub build Cheers, stew Sorry, cut-paste noise, the only interesting part is this: dependencies: { dgame:~0.5.0 },
Re: Dgame revived
On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote: On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote: Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle. Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Windowmodule=GLSettings Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0? I think that because 0.5.0 is on a branch you will need to tell dub to switch branches. This is done with a '~' in the dependencies line. You also need to run dub upgrade. Something like this (untested): --- ... sourcePaths:[.], dependencies: { dgame:~0.5.0 }, targetType:executable ... $ dub upgraade $ dub build Cheers, stew
Re: Dgame revived
Do I just set the dependency version to 0.5.0? Yes that should work.
Re: Dgame revived
On Sunday, 1 March 2015 at 10:00:35 UTC, Namespace wrote: On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote: On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote: On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with @nogc. Maybe you should wait, until aldacron fixes this. The most things are fixed now. But should I organize Dgame like the official DUB style: 'source/Dgame/...'?
Re: Dgame revived
Looks good. Except for the text. It gets longer over time. I added an issue. That should be fixed with the last commit.
Re: Dgame revived
Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.
Re: Dgame revived
On Tuesday, 3 March 2015 at 16:59:35 UTC, Namespace wrote: On Sunday, 1 March 2015 at 10:00:35 UTC, Namespace wrote: On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote: On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote: On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with @nogc. Maybe you should wait, until aldacron fixes this. The most things are fixed now. But should I organize Dgame like the official DUB style: 'source/Dgame/...'? I have no idea. Looks good. Except for the text. It gets longer over time. I added an issue.
Re: Dgame revived
On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote: On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote: On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with @nogc. Maybe you should wait, until aldacron fixes this.
Re: Dgame revived
Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Re: Dgame revived
On Saturday, 28 February 2015 at 12:22:46 UTC, Gan wrote: On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately switching. That's great. It would be nice if you post the differences here. :)
Re: Dgame revived
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately switching.
Re: Dgame revived
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;)
Re: Dgame revived
On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote: On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :) Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;) Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew
Re: Dgame revived
On Thursday, 26 February 2015 at 22:27:12 UTC, Namespace wrote: On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote: On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote: I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has requests, wishes or suggestions: now is the time. :) That's great :) At the moment my small test apps don't build due to missing features such as Audio, System.Clock etc. I assume these will be added as work progresses? No, only the tests in test/main.d are working currently. But it's possible, that Dgame 0.5.0 will break some things. E.g. The static make methods in Shape and Surface were converted into CTor calls and I guess that I will abandon Image and TileMap. Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. I'll do some testing over the weekend with what's in place on the 0.5.0 branch and submit bug reports if I find anything. Cheers, Stew Thanks, that would be great! Hey, I'm using tilemap :P I guess a separate project for tilemaps built on Dgame would be cool. I might look into this during the semester break. One thing that would be cool is some sort of support for 2D physics. It's probably outside Dgame scope but as a separate project that keeps a consistent API with Dgame would be nice. Kind of like the way SDL, SDL_image, SDL_ttf all do. Cool, two new projects for me to look into when I should be studying :) Thanks, amber
Re: Dgame revived
On Thursday, 26 February 2015 at 02:22:18 UTC, stewarth wrote: On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote: On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote: On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0) Sound Finalized Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0) Texture Finalized quit sdl Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew Yeah I did that, doesn't show anything but a blank white screen. OK, thanks for letting me know. Is there anything more I can test to try to get it working on Mac? Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen. Without a MAC I am just guessing, but my next steps would be along the lines of: 1. The venerable printf binary search bug hunt approach :) Check glGetError, which you can turn the error into a string with GLU as follows: --- void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { errString = gluErrorString(errCode); writeln(errString.fromStringz) } // UNTESTED!! } --- This module should work as a standalone with a few tiny import changes: https://github.com/Dav1dde/glamour/blob/master/glamour/util.d The interesting bit is checkgl, used for example like this: checkgl!glDrawArrays(GL_POINTS, 0, 10); then you get a nice debug message if glDrawArrays reports an error. It will also report if a previous error has occurred and wasn't cleared, but of course in that case it won't be able to tell you where. I wrap every OpenGL call with checkgl, it helps immensely.
Re: Dgame revived
Hey, I'm using tilemap :P I guess a separate project for tilemaps built on Dgame would be cool. I might look into this during the semester break. It's very easy to build a TileMap if you use Sprites. So I don't see (currently) any use case of the TileMap module. One thing that would be cool is some sort of support for 2D physics. It's probably outside Dgame scope but as a separate project that keeps a consistent API with Dgame would be nice. Kind of like the way SDL, SDL_image, SDL_ttf all do. Yeah, that would be nice and usefull for future games. :) Cool, two new projects for me to look into when I should be studying :) Thanks, amber
Re: Dgame revived
This module should work as a standalone with a few tiny import changes: https://github.com/Dav1dde/glamour/blob/master/glamour/util.d The interesting bit is checkgl, used for example like this: checkgl!glDrawArrays(GL_POINTS, 0, 10); then you get a nice debug message if glDrawArrays reports an error. It will also report if a previous error has occurred and wasn't cleared, but of course in that case it won't be able to tell you where. I wrap every OpenGL call with checkgl, it helps immensely. Yes, I will do so in the future too.
Re: Dgame revived
I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has requests, wishes or suggestions: now is the time. :)
Re: Dgame revived
On Thursday, 26 February 2015 at 08:03:59 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means? 1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist. Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means. According to docs: 1280 is GL_INVALID_ENUM Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions. Great job, well done :) It's never easy debugging those sorts of errors. /stew
Re: Dgame revived
On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means? 1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist. Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means. According to docs: 1280 is GL_INVALID_ENUM Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions.
Re: Dgame revived
Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions. Ah, indeed. I use some outdated constants and opengl functions. But I believe I'm using also functions which need OpenGL 3.0. Could you try to reduce the OpenGL Version to 2.1 and test it again?
Re: Dgame revived
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote: Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions. Ah, indeed. I use some outdated constants and opengl functions. But I believe I'm using also functions which need OpenGL 3.0. Could you try to reduce the OpenGL Version to 2.1 and test it again? Wouldaya look at that, it works. http://cl.ly/image/0Z000U0m1i3U I wonder what features are broken.
Re: Dgame revived
On Thursday, 26 February 2015 at 08:35:12 UTC, Gan wrote: On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote: Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions. Ah, indeed. I use some outdated constants and opengl functions. But I believe I'm using also functions which need OpenGL 3.0. Could you try to reduce the OpenGL Version to 2.1 and test it again? Wouldaya look at that, it works. http://cl.ly/image/0Z000U0m1i3U I wonder what features are broken. It would be very kind of you, if you figure it out. Try everything you can, all tutorials. If nothing is broken, I will supply a fix for OSX where I put the OpenGL version to 2.1.
Re: Dgame revived
On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote: On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote: I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has requests, wishes or suggestions: now is the time. :) That's great :) At the moment my small test apps don't build due to missing features such as Audio, System.Clock etc. I assume these will be added as work progresses? No, only the tests in test/main.d are working currently. But it's possible, that Dgame 0.5.0 will break some things. E.g. The static make methods in Shape and Surface were converted into CTor calls and I guess that I will abandon Image and TileMap. Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL. I'll do some testing over the weekend with what's in place on the 0.5.0 branch and submit bug reports if I find anything. Cheers, Stew Thanks, that would be great!
Re: Dgame revived
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote: I've just pushed the current state of the 0.5.0 version: https://github.com/Dgame/Dgame/tree/0.5.0 It's far from finished but it works. So if anyone has requests, wishes or suggestions: now is the time. :) That's great :) At the moment my small test apps don't build due to missing features such as Audio, System.Clock etc. I assume these will be added as work progresses? I'll do some testing over the weekend with what's in place on the 0.5.0 branch and submit bug reports if I find anything. Cheers, Stew
Re: Dgame revived
On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote: On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0) Sound Finalized Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0) Texture Finalized quit sdl Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew Yeah I did that, doesn't show anything but a blank white screen. OK, thanks for letting me know. Is there anything more I can test to try to get it working on Mac? Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen.
Re: Dgame revived
Is there anything more I can test to try to get it working on Mac? No, sorry, currently I have no clue what's wrong. :/ Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen.
Re: Dgame revived
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means? 1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist. Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew
Re: Dgame revived
On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote: On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote: On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0) Sound Finalized Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0) Texture Finalized quit sdl Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew Yeah I did that, doesn't show anything but a blank white screen. OK, thanks for letting me know. Is there anything more I can test to try to get it working on Mac? Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen. Without a MAC I am just guessing, but my next steps would be along the lines of: 1. The venerable printf binary search bug hunt approach :) Check glGetError, which you can turn the error into a string with GLU as follows: --- void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { errString = gluErrorString(errCode); writeln(errString.fromStringz) } // UNTESTED!! } --- I'd start the search in $Dgame/Window/Window.d before and after SDL_CreateWindow, SDL_GL_CreateContext and SDL_GL_MakeCurrent then go from there. 2. If printf didn't help I'd look at using a GL debug tool From this page: https://www.opengl.org/wiki/Debugging_Tools XCode tools Under Mac OS X, Apple provides two very handy tools for debugging OpenGL applications as part of XCode: OpenGL Driver Monitor and OpenGL Profiler. If these are anything like AMDs CodeXL (previously gDEBugger) they should tell you what GL errors are occurring each frame and on which call (including in shaders). Depending on your style you may want to swap order of the above :) Cheers, Stew
Re: Dgame revived
I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew
Re: Dgame revived
On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means? 1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Re: Dgame revived
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means?
Re: Dgame revived
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means? 1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist. Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means.
Re: Dgame revived
On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup is causing problems. Cheers, Stew I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln(OPEN GL ERROR: , errCode); } } I get error code 1282 repeatedly. From a google search someone says: First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created. Can someone with more OpenGL knowledge clarify what this means? 1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist. Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means. According to docs: 1280 is GL_INVALID_ENUM
Re: Dgame revived
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;) It semms there is a problem with ma DUB package: Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
Re: Dgame revived
On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote: On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;) It semms there is a problem with ma DUB package: Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens. I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. Yeah, that is really strange. For all tutorials? I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope.
Re: Dgame revived
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
Re: Dgame revived
On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;) It semms there is a problem with ma DUB package: Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens. I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users.
Re: Dgame revived
On Tuesday, 24 February 2015 at 10:01:11 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote: On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;) It semms there is a problem with ma DUB package: Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens. I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. Yeah, that is really strange. For all tutorials? I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope. Try commenting out this line: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG) According to the opengl.org wiki this flag should not be used except in GL 3.0 and was made redundant in GL 3.1. The code snippet above is trying to set MAJOR.MINOR as GL 3.3. I just had an issue on Linux with a blank screen. Commenting out this line resolved the issue. Cheers, stew
Re: Dgame revived
I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
Re: Dgame revived
Try commenting out this line: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG) According to the opengl.org wiki this flag should not be used except in GL 3.0 and was made redundant in GL 3.1. The code snippet above is trying to set MAJOR.MINOR as GL 3.3. I just had an issue on Linux with a blank screen. Commenting out this line resolved the issue. Cheers, stew Many Thanks. I didn't even know that.
Re: Dgame revived
On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you? No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0) Sound Finalized Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0) Texture Finalized quit sdl
Re: Dgame revived
On 2/23/2015 4:01 PM, Namespace wrote: On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac? load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); ```
Re: Dgame revived
On Monday, 23 February 2015 at 10:10:17 UTC, Mike Parker wrote: On 2/23/2015 4:01 PM, Namespace wrote: On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac? load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); Yes, that was my suggestion. But now where you confirm it, I'll add it.
Re: Dgame revived
load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); Yes, that was my suggestion. But now where you confirm it, I'll add it. Added
Re: Dgame revived
On Monday, 23 February 2015 at 23:24:02 UTC, Namespace wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Could you try it and say if it helps? Placing the lines before window creation actually allows it to run on a Mac. Though there's still the error of blank white screen: http://cl.ly/image/382C28363U41
Re: Dgame revived
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. Currently on the repo, these lines are after the window creation. That needs changed.
Re: Dgame revived
On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
Re: Dgame revived
On Monday, 23 February 2015 at 16:03:47 UTC, Namespace wrote: load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); Yes, that was my suggestion. But now where you confirm it, I'll add it. Added Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation.
Re: Dgame revived
Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Could you try it and say if it helps?
Re: Dgame revived
On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab.
Re: Dgame revived
On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
Re: Dgame revived
On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote: On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Cool, thanks for Dgame. I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build game --build=debug Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use dub upgrade to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration library, build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9F5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings -- Done -- Build: 1 error, 0 warnings dub.json: { name: game, description: game, dependencies: { dgame: ~master } } Having this problem too. dub.json: { name: game, description: game, dependencies: { dgame: ~0.4.0 } }
Re: Dgame revived
On Sunday, 22 February 2015 at 08:26:16 UTC, Jack wrote: On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote: On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Cool, thanks for Dgame. I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build game --build=debug Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use dub upgrade to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration library, build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9F5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings -- Done -- Build: 1 error, 0 warnings dub.json: { name: game, description: game, dependencies: { dgame: ~master } } Having this problem too. dub.json: { name: game, description: game, dependencies: { dgame: ~0.4.0 } } I tried to post this earlier but it didn't go through for some reason... I had the same problem and went to github to report the issue but it's already there with a PR pending. It's a one-line fix. so I manually copied what the PR does and it is now working for me. I had to edit the dub.json file in the Dgame package (under ~/.dub/packages) and remove the versions:[0.4.0] line. Saved the file and rebuilt my own app. All good :) /amber
Re: Dgame revived
On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac.
Re: Dgame revived
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it.
Re: Dgame revived
On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab. Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue...
Re: Dgame revived
Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue... That sounds strange. Have you already tried to update the libraries? BTW: The domain is back in action: http://dgame-dev.de/ But I still need to update the installations chapter.
Re: Dgame revived
On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has.
Re: Dgame revived
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. This sounds similar: http://stackoverflow.com/questions/5294295/how-to-do-opengl-3-programming-on-os-x-with-a-geforce-9400 I'm sorry, in my next upgrade I will use GLEW, that should solve the problem. Maybe I can start the upgrade before end of march.
Re: Dgame revived
On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
Re: Dgame revived
On Sunday, 22 February 2015 at 22:49:16 UTC, Namespace wrote: Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it. Ok, you could try to use something identical in the Window constructor: https://github.com/Dgame/Dgame/blob/master/Window/Window.d#L124 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); Adding these lines before window creation make it load up to OpenGL 3.3: SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); It runs now except it only displays a white screen. I'm testing your shapes tutorial.
Re: Dgame revived
On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote: On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab. Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue... I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber
Re: Dgame revived
On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Text tutorial doesn't work either on Mac. Just a blank white screen. I will look into it this evening.
Re: Dgame revived
On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac?
Re: Dgame revived
On 23/02/2015 8:01 p.m., Namespace wrote: On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac? This does work on OSX. Again Devisualization.Window supports OpenGL context creation for both legacy and non legacy. It is just dependent upon what you specify as the version to load when creating the context that matters.
Re: Dgame revived
On 23/02/2015 11:33 a.m., Gan wrote: On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it. On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode.
Re: Dgame revived
On Monday, 23 February 2015 at 03:03:01 UTC, stewarth wrote: And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 on arch linux x86_64. Cheers, stew and the same on Debian x86_64 I'm just told :) /stew
Re: Dgame revived
On Sunday, 22 February 2015 at 20:55:04 UTC, amber wrote: On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote: On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab. Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue... I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 on arch linux x86_64. Cheers, stew
Re: Dgame revived
On Monday, 23 February 2015 at 00:36:49 UTC, Rikki Cattermole wrote: On 23/02/2015 11:33 a.m., Gan wrote: On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it. On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Text tutorial doesn't work either on Mac. Just a blank white screen.
Re: Dgame revived
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Great news, thanks heaps :-)
Re: Dgame revived
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Cool, thanks for Dgame.
Re: Dgame revived
On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Cool, thanks for Dgame. I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build game --build=debug Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use dub upgrade to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration library, build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9F5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings -- Done -- Build: 1 error, 0 warnings dub.json: { name: game, description: game, dependencies: { dgame: ~master } }
Dgame revived
Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible.
Re: Dgame revived
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Awesome!! great news :)