PixelPerfectEngine v0.11.0-alpha release

2024-01-20 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.11.0-alpha Two major changes are: 1) Implementation of the M2 format. Due to the lack of any proper MIDI2.0 formats, I decided to implement my own, and also added some additional function which allows it to be used for adaptive

PixelPerfectEngine-0.10.0-beta.7 released

2022-12-10 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta.7 This version is okay for production, even if certain functionalities are either untested or unimplemented. For the next version, I'll finish as much of them as possible, as well as try to deprecate SDL2 in favor of

Re: Release of iota 0.3.0-alpha done

2022-11-17 Thread solidstate1991 via Digitalmars-d-announce
On Monday, 14 November 2022 at 22:55:56 UTC, ikelaiah wrote: Thanks and congrats for the latest alpha release. How can I donate to this project? -Ikel Monetary (recurring): https://www.patreon.com/ShapeshiftingLizard Monetary (one time): https://ko-fi.com/shapeshiftinglizard Alternatively,

Release of iota 0.3.0-alpha done

2022-11-12 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/iota/releases/tag/v0.3.0-alpha Intended as a D language native replacement for SDL/SFML/GLFW, now is starting to become a minimum viable alternative. Now it can support input polling and some windowing under Windows. OpenGL framebuffer support started but not

Re: Initial release of newxml done!

2022-09-11 Thread solidstate1991 via Digitalmars-d-announce
On Sunday, 11 September 2022 at 07:13:18 UTC, WebFreak001 wrote: awesome! got some documentation or examples anywhere? Can't really seem to find how to use it really, but will definitely be useful when I do stuff with xml. Documentation is a work in progress. I'll try to make some examples

Re: Initial release of newxml done!

2022-09-10 Thread solidstate1991 via Digitalmars-d-announce
On Friday, 9 September 2022 at 22:00:42 UTC, solidstate1991 wrote: https://github.com/ZILtoid1991/newxml/releases/tag/v0.2.0 It's a heavily modified `std.experimental.xml` with the following changes: * Many templating have been removed in favor of other forms of setting. This means the

Initial release of newxml done!

2022-09-09 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/newxml/releases/tag/v0.2.0 It's a heavily modified `std.experimental.xml` with the following changes: * Many templating have been removed in favor of other forms of setting. This means the allocators have been axed in favor of using `new` and relying on D's

Re: A New Game Written in D

2022-05-18 Thread solidstate1991 via Digitalmars-d-announce
On Tuesday, 17 May 2022 at 16:36:34 UTC, Kenny Shields wrote: Hello, I've been building a game engine in D for the past 2 and a half years and have finally reached a point where it's usable in day-to-day game development. Earlier this year I decided to make a simple shooter game to serve as

Re: PixelPerfectEngine v0.10.0-beta.5 : Now with a synth

2022-02-25 Thread solidstate1991 via Digitalmars-d-announce
On Thursday, 24 February 2022 at 17:36:49 UTC, Salih Dincer wrote: On Thursday, 24 February 2022 at 13:15:50 UTC, Salih Dincer wrote: Is there anything I can do for this problem? I solved it using the following commands having two parts: * sudo apt-get -y install libasound2-dev * dub build

PixelPerfectEngine v0.10.0-beta.5 : Now with a synth

2022-02-23 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta.5 After I created my own IO library that has audio features that are easier to interoperate with D code (iota), I decided to finish up my phase modulation (often sold as either frequency modulation or phase distortion

First release of the iota library have been released (also looking for contributors)

2021-12-21 Thread solidstate1991 via Digitalmars-d-announce
iota, an I/O library that currently only has audio stream support under Windows has been finished. The library itself can be seen as a partial, D language native replacement of SDL, SFML, and other similar libraries. I begun writing it after I got dissatisfied with SDL and libsoundio, then

Re: PixelPerfectEngine v0.10.0-beta.1 release + looking for a team

2021-05-31 Thread solidstate1991 via Digitalmars-d-announce
On Tuesday, 18 May 2021 at 09:19:30 UTC, Anton Pastukhov wrote: Does it have a website/docs? Are there any demo games? There's a few demo games in the works, but first I have to fix bugs in the editor. For docs, see the source. Except for stuff I forgot to document for a quite long time,

PixelPerfectEngine v0.10.0-beta.1 release + looking for a team

2021-05-16 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta.1 https://ziltoid1991.itch.io/pixelperfecteditor The new release contains the refactored and cleaned-up GUI subsystem, a new input subsystem, more composing functions, etc. Also, since I got a full-time job, I have

PixelPerfectEngine v0.10.0-beta released - editor is also now on itch.io

2020-09-26 Thread solidstate1991 via Digitalmars-d-announce
https://ziltoid1991.itch.io/pixelperfecteditor https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta My next goal will be refactoring the GUI subsystem (with hopefully fixing many rendering bugs), then add even more features to the editor/engine.

Re: Post: Why no one is using your D library

2020-07-02 Thread solidstate1991 via Digitalmars-d-announce
On Thursday, 2 July 2020 at 14:56:09 UTC, aberba wrote: Why no one is using your D library So I decided to write a little something special. Its my love letter to D folks. https://aberba.vercel.app/2020/why-no-one-is-using-your-d-library/ Thanks, I'll try to write better documentation for

Re: DIP 1028 "Make @safe the Default" is dead

2020-05-29 Thread solidstate1991 via Digitalmars-d-announce
On Friday, 29 May 2020 at 04:53:07 UTC, Walter Bright wrote: The subject says it all. If you care about memory safety, I recommending adding `safe:` as the first line in all your project modules, and annotate individual functions otherwise as necessary. For modules with C declarations, do as

PixelPerfectEngine 0.9.4 - now with a (barely) working editor

2020-01-04 Thread solidstate1991 via Digitalmars-d-announce
It took me some headaches (especially as some errors were due to hard to spot typos), but finally I got the editor working after a lot of refactoring and no direction. https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4 Future plans: - better version numbering - better

Re: I've created a binding for an LZW library

2019-10-27 Thread solidstate1991 via Digitalmars-d-announce
On Sunday, 27 October 2019 at 16:19:58 UTC, Andre Pany wrote: That is really great. Side question, did you considered to rewrite a C library (e.g. https://github.com/vapier/liblzw) to D? Kind regards Andre Probably it would be easier than the times I tried to rewrite much more complex C++

I've created a binding for an LZW library

2019-10-26 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/lzwford The hardest part was to find one that could work with D easily. I guess now Imageformats (and my own dimage) can have GIF and TIFF file support.

Re: Symantec has been sold to Broadcom

2019-08-09 Thread solidstate1991 via Digitalmars-d-announce
On Friday, 9 August 2019 at 02:22:11 UTC, DanielG wrote: Software is a funny thing. I'm old enough to remember when everything was locked down and proprietary, of economic necessity. Nowadays it's almost entirely the opposite, for the same reason. We're definitely well into the Singularity,

Datapak: Data storage format with support for multiple compression algorithms

2019-05-10 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/datapak It's primarily function is to store application (such as game) assets in either compressed or uncompressed format, but its extendability enables it to store longer filenames and other OS important data, metadata, etc. Currently it's in a preliminary

I've created two new libraries

2018-12-16 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/dimage https://github.com/ZILtoid1991/vfile The first is a yet another image library for D, but this time it can read and write indexed images, and also have support for some more obscure TGA features such as embedded data (developer area) and the extra fields

Re: A facebook group for D programmers

2018-09-17 Thread solidstate1991 via Digitalmars-d-announce
On Monday, 17 September 2018 at 18:40:21 UTC, Bill Baxter wrote: Here's the link : https://www.facebook.com/dlang.org . ;-) That's the page, not the group. It seems the group is set to secret, it'll make joining very hard, only through invitations.

LZHAM port to D is live on GitHub

2018-08-07 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/lzbacon Completely untested, no compression or test cases yet, no dub integration, and probably will fail at compilation, however if someone would like to help me out then it would be awesome. - Close to LZMA compression rates with higher decompression speed

Re: LDC 1.9.0 beta

2018-04-22 Thread solidstate1991 via Digitalmars-d-announce
On Sunday, 22 April 2018 at 15:56:49 UTC, kinke wrote: Hi everyone, on behalf of the LDC team, I'm glad to announce the first beta for LDC 1.9. The highlights of this version in a nutshell: * Based on D 2.079.1, including new `-i` switch and support for a minimal (d)runtime. * Support for

Re: PixelPerfectEngine v0.9.4-alpha.2

2018-04-20 Thread solidstate1991 via Digitalmars-d-announce
On Monday, 16 April 2018 at 15:08:38 UTC, Chris Katko wrote: Definitely add screen shots to the github. Screenshots = Downloads. I know, currently I'm struggling with getting assets for this purpose, also with getting rid of the GC from the rendering pipeline.

PixelPerfectEngine v0.9.4-alpha.2

2018-04-11 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4-alpha.2 The editor is almost usable (still needs a way to import tiles from its own proprietary format), and now has a working, although still a bit slow and unstable transformable tile layer with mode7-esque capabilities.

CPUblit v0.1.0

2018-04-03 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/CPUblit I have put the rendering functions of my engine to an external library for general use in other applications where image composing is needed. I can add functions on request, currently I'm planning more functions for drawing and higher-level functions,

Re: The latest Terrarium TV 1.8.1 has been updated.

2017-11-12 Thread solidstate1991 via Digitalmars-d-announce
On Wednesday, 8 November 2017 at 09:40:01 UTC, Theresa Henson wrote: The update is compatible with the latest Android OS as well as all others over Android 4.0 Was this (at least partly) developed using D? Or you just using the forum to promote this product?

PixelPerfectEngine v0.9.2

2017-10-23 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.2 New features: * More use of D's own language features, this will be improve even further in the future. * WindowMaker for PPE/Concrete enables the creation of GUI elements. Currently it's in its very early stages, lot of

Re: GitBook about D on embedded ARM Linux

2017-08-31 Thread solidstate1991 via Digitalmars-d-announce
On Thursday, 31 August 2017 at 14:43:22 UTC, thinwybk wrote: There is no single point of entry to find information about how to use D on ARM Linux. I created a small project on GitHub https://github.com/fkromer/d-on-embedded-linux-arm which shall enable absolute beginners (of embedded Linux

Re: d_to_html.d

2017-08-06 Thread solidstate1991 via Digitalmars-d-announce
On Saturday, 5 August 2017 at 19:07:50 UTC, WebFreak001 wrote: Hi, I made a D to HTML generator which is basically diet, but fully using the D compiler as generator and not some complicated parser, etc. Finally! I can have a footing in frontend development!

Re: Work on ARM backend for DMD started

2017-07-20 Thread solidstate1991 via Digitalmars-d-announce
On Friday, 7 July 2017 at 11:09:27 UTC, Temtaime wrote: DMD is a piece of shit, and adding another one ARM backend with all those bugs and low performance instead of improving ldc is wasting efforts. The only use of dmd is development because of compilation speed. But some persons have

Work on ARM backend for DMD started

2017-07-03 Thread solidstate1991 via Digitalmars-d-announce
While I currently don't have an ARM based hardware that would be easy to develop on, I'm planning to use QEMU to emulate some form of ARMv6 CPU, as it'll be the main target, as it's still being used in devices like the Raspberry Pi. ARMv5 is being considered if it doesn't need a lot of work,

Re: DCompute is now in the master branch of LDC

2017-06-15 Thread solidstate1991 via Digitalmars-d-announce
On Wednesday, 14 June 2017 at 05:43:01 UTC, Manu wrote: See, I would have a very different conversation: N: DCompute M: Awesome, I've been waiting! instead of: N: D-GPU M: What's that... is it, like, a rendering library? N: No, it's a 'compute' library. M: Ohhh, awesome! I've been

Re: Revised DIP Info

2017-06-12 Thread solidstate1991 via Digitalmars-d-announce
On Monday, 12 June 2017 at 17:51:05 UTC, Mike Parker wrote: Now that I've got a few DIP reviews under my belt, I've got a good enough handle on the process to lay it out in documentation form. To that end [1], I've kept the general structure that Dicebot initially set down, changing the

Re: Pixel Perfect Engine (formerly known as VDP-Engine) version 0.9.1-rc1 released

2017-01-21 Thread solidstate1991 via Digitalmars-d-announce
On Saturday, 21 January 2017 at 17:41:58 UTC, NVolcz wrote: Any screenshots? https://github.com/ZILtoid1991/pixelperfectengine/issues/1 There's even a video showcasing the scrolling capabilities of the engine. I made more during development, most of them are about the bugs.

Re: Pixel Perfect Engine (formerly known as VDP-Engine) version 0.9.1-rc1 released

2017-01-21 Thread solidstate1991 via Digitalmars-d-announce
On Saturday, 21 January 2017 at 14:27:35 UTC, Dmitry wrote: On Friday, 20 January 2017 at 23:15:51 UTC, solidstate1991 wrote: Github: https://github.com/ZILtoid1991/pixelperfectengine Any documentation? Documentation is in the works with a few sample codes, but currently I have a lot of

Re: Pixel Perfect Engine (formerly known as VDP-Engine) version 0.9.1-rc1 released

2017-01-21 Thread solidstate1991 via Digitalmars-d-announce
On Saturday, 21 January 2017 at 01:55:54 UTC, Chris Wright wrote: This would have been the perfect place for you to describe what this project is about. Pixel Perfect Engine is a 2d graphics system based on SDL and FreeImage. It appears to be tile-based and incorporate a map editor. It's

Pixel Perfect Engine (formerly known as VDP-Engine) version 0.9.1-rc1 released

2017-01-20 Thread solidstate1991 via Digitalmars-d-announce
Github: https://github.com/ZILtoid1991/pixelperfectengine It's now pretty usable a decent speeds and a lot of features. There's now a new collision-detection algorithm that can test whole lines at once, although it's currently untested. I also started to work on an editor, it's only function

Re: D-Man culture

2016-07-27 Thread solidstate1991 via Digitalmars-d-announce
On Wednesday, 27 July 2016 at 13:48:15 UTC, Chris wrote: On Wednesday, 27 July 2016 at 01:39:19 UTC, Ali Çehreli wrote: On 07/26/2016 05:40 PM, solidstate1991 wrote: And now, there's even a female (more precisely, a moe-anthropomorphic version) mascot made by me. Feel free to create

Re: D-Man culture

2016-07-26 Thread solidstate1991 via Digitalmars-d-announce
And now, there's even a female (more precisely, a moe-anthropomorphic version) mascot made by me. Feel free to create derivatives. http://ziltoid1991.deviantart.com/art/DLang-chan-624180895?ga_submit_new=10%253A1469578950 http://www.pixiv.net/member_illust.php?mode=medium_id=58107541

Re: 2D game engine written in D is in progress

2015-02-03 Thread solidstate1991 via Digitalmars-d-announce
On Tuesday, 3 February 2015 at 17:15:29 UTC, Zoadian wrote: On Tuesday, 3 February 2015 at 16:30:27 UTC, solidstate1991 wrote: https://github.com/ZILtoid1991/VDP-engine Alpha release. Very basic functionality at the moment, will be expanded later. had a quick look: public class Color

Re: 2D game engine written in D is in progress

2015-02-03 Thread solidstate1991 via Digitalmars-d-announce
https://github.com/ZILtoid1991/VDP-engine Alpha release. Very basic functionality at the moment, will be expanded later.

Re: 2D game engine written in D is in progress

2015-01-24 Thread solidstate1991 via Digitalmars-d-announce
On Wednesday, 17 December 2014 at 19:06:24 UTC, solidstate1991 wrote: I started to work on an engine, which emulates the features and limitations of older graphics systems, mainly for retro-styled indie games. Features: -Support for parallax scrolling, and multiple sprite and tile layers

2D game engine written in D is in progress

2014-12-17 Thread solidstate1991 via Digitalmars-d-announce
I started to work on an engine, which emulates the features and limitations of older graphics systems, mainly for retro-styled indie games. Features: -Support for parallax scrolling, and multiple sprite and tile layers -Support for sprite scaling and rotation -Max. 65536 colors on screen from a