Re: Titanion 0.4 + Phobos2 bug
bearophile: struct Vec(T=float, size_t N=3) { static assert(N 0); Sorry. Better to use: struct Vec(T=float, int N=3) { static assert(N 0); From experience using D I have seen that using unsigned types is very unsafe in the current D language. In Delphi using unsigned types increases safety, in D actually decreases it. So in D it's better avoid unsigned type every time they aren't strictly necessary. Bye, bearophile
Re: Titanion 0.4
Moritz Warning wrote: Titanion is a 2.5D shooter game for Windows, *nix and MacOSX. The original code by Kenta Cho was ported to use Tango and Derelict. This made it possible to create binaries for different platforms and is what this 0.4 release is about. The code was also put on sourceforge.net to make it easier for contributers to participate. http://titanion.sourceforge.net Have fun, Moritz Warning I played it a bit, and it's fun. Though I'd like changing scenery and ship upgrades :)
Re: Titanion 0.4 + Phobos2 bug
Robert Jacques: struct Vec(T = float,size_t N = 3) { T[N] _data; alias _data this; string toString() { std.conv.return text(_data); } } Very nice. plus functions as array properties which apparently got upgraded at some point to the extra () isn't needed anymore. ( i.e. vec.x instead of vec.x() ) i.e. T x(T, size_t N)(T[N] v) { return v[0]; } A name like x is too much common, I don't like that as free function. I like this better (I have borrowed SeriesGen2 from my D1 dlibs): import std.string: toString, writeln; import std.conv: to; import std.metastrings: Format, ToString; template SeriesGen2(string txt, string separator, int max, int min=0) { static if (min max) const SeriesGen2 = ; else static if (min == max) const SeriesGen2 = Format!(txt, ToString!(max), ToString!(max)); else const SeriesGen2 = SeriesGen2!(txt, separator, max-1, min) ~ separator ~ Format!(txt, ToString!(max), ToString!(max)); } struct Vec(T=float, size_t N=3) { static assert(N 0); T[N] _data; alias _data this; string toString() { return to!string(this._data); } // You may also use SeriesGen4 here mixin(SeriesGen2!(T d%s(size_t i){ return this._data[%s]; }, \n, N-1)); mixin(SeriesGen2!(void d%s(T value){ this._data[%s] = value; }, \n, N-1)); } Vec!(T, N) foo(T, size_t N)(T[N] v) { Vec!(T,N) r = v; return r; } void main() { float[3] a = [1,2,3]; auto v = foo(a); writeln(v, , a[2], , v.d1); v.d0 = 5; writeln(v); } Unfortunately I think I have found another bug. If I run: import std.metastrings: Format; pragma(msg, Format!(good %s test, 5)); void main() {} D1 outputs correctly: good 5 test But D2 outputs the wrong: good %s test5 This also may mean that std.metastrings module lacks compile-time unittests (some static asserts suffice). Bye, bearophile
Re: Titanion 0.4 + Phobos2 bug
On Tue, 28 Apr 2009 05:06:23 -0400, bearophile bearophileh...@lycos.com wrote: bearophile: struct Vec(T=float, size_t N=3) { static assert(N 0); Sorry. Better to use: struct Vec(T=float, int N=3) { static assert(N 0); From experience using D I have seen that using unsigned types is very unsafe in the current D language. In Delphi using unsigned types increases safety, in D actually decreases it. So in D it's better avoid unsigned type every time they aren't strictly necessary. Bye, bearophile Well, in this case, N=-1 is both a compile time constant and doesn't compile (static arrays have a max size of 16kb). Anyways, here's an alternate version: import std.conv: text; struct _Vec(T:U[N],U,size_t N) { T _data; alias _data this; string toString() { return text(_data); } } _Vec!(T) Vec(T)(T val) if( is(_Vec!(T)) ) { _Vec!(T) r = val; return r; } Which simplifies use: auto foo(T,size_t N)(T[N] v) { // do stuff with v return Vec(v); } although functions as array parameters doesn't allow setters, i.e.: pos.x; // okay pos.x = 5; // error
Re: Titanion 0.4
On Mon, 27 Apr 2009 16:14:40 -0400, Moritz Warning moritzwarn...@web.de wrote: Titanion is a 2.5D shooter game for Windows, *nix and MacOSX. The original code by Kenta Cho was ported to use Tango and Derelict. This made it possible to create binaries for different platforms and is what this 0.4 release is about. The code was also put on sourceforge.net to make it easier for contributers to participate. http://titanion.sourceforge.net I did, it was fun. :) I was especially interested in how the memory usage fared. I noticed it was quite small (12MB), are you using the GC at all? -Steve
Re: Titanion 0.4
On Tue, 28 Apr 2009 12:44:48 -0400, Steven Schveighoffer wrote: On Mon, 27 Apr 2009 16:14:40 -0400, Moritz Warning moritzwarn...@web.de wrote: Titanion is a 2.5D shooter game for Windows, *nix and MacOSX. The original code by Kenta Cho was ported to use Tango and Derelict. This made it possible to create binaries for different platforms and is what this 0.4 release is about. The code was also put on sourceforge.net to make it easier for contributers to participate. http://titanion.sourceforge.net I did, it was fun. :) I was especially interested in how the memory usage fared. I noticed it was quite small (12MB), are you using the GC at all? -Steve The GC is used. But I haven't made any benchmarks.
Titanion 0.4
Titanion is a 2.5D shooter game for Windows, *nix and MacOSX. The original code by Kenta Cho was ported to use Tango and Derelict. This made it possible to create binaries for different platforms and is what this 0.4 release is about. The code was also put on sourceforge.net to make it easier for contributers to participate. http://titanion.sourceforge.net Have fun, Moritz Warning
Re: Titanion 0.4
Moritz Warning: Titanion is a 2.5D shooter game for Windows, *nix and MacOSX. The original code by Kenta Cho was ported to use Tango and Derelict. Lot of fireworks and the code looks clean. Most D games I see have inside a 2D and/or 3D vector struct, and the code is generally essentially the same. To avoid such duplication I think such struct deserves to be in Phobos/Tango. Bye, bearophile
Re: Titanion 0.4
On Mon, 27 Apr 2009 17:29:49 -0400, bearophile bearophileh...@lycos.com wrote: Moritz Warning: Titanion is a 2.5D shooter game for Windows, *nix and MacOSX. The original code by Kenta Cho was ported to use Tango and Derelict. Lot of fireworks and the code looks clean. Most D games I see have inside a 2D and/or 3D vector struct, and the code is generally essentially the same. To avoid such duplication I think such struct deserves to be in Phobos/Tango. Bye, bearophile I agree. Actually, it would be really nice if functions were able to return static arrays. (See http://d.puremagic.com/issues/show_bug.cgi?id=1869) In the mean time there's struct Vec(T = float,size_t N = 3) { T[N] _data; alias _data this; string toString() { std.conv.return text(_data); } } plus functions as array properties which apparently got upgraded at some point to the extra () isn't needed anymore. ( i.e. vec.x instead of vec.x() ) i.e. T x(T, size_t N)(T[N] v) { return v[0]; } And it works pretty well: Vec!(T,N) foo(T,size_t N)(T[N] v) { Vec!(T,N) r = v; return r; } float bar(float[3] b) { return b[0]; } void main() { float[3] x = [1,2,3]; float[3] y = foo(x); Vec!(float,3) z = x; writeln(foo(y).x); writeln(bar(z)); writeln(x); writeln(y); //writeln(foo(z).x); // Issues with being passed to a template //writeln(z);// error in format.d, goes away with when alias this is commented out writeln(z.toString); } hmm...