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
https://github.com/ZILtoid1991/pixelperfectengine/blob/ed93bec15deea042516615e73c57d137a2c1f762/pixelperfectengine/src/pixelperfectengine/scripting/lua.d#L98
Struct `LuaVar` seems to work for the most part, however, at
certain point, the value seems to be reset to zero, or not being
passed to
On Saturday, 26 August 2023 at 17:57:22 UTC, jmh530 wrote:
You should report this to bugzilla.
I'm using it in an unusual way. Since VisualD does not support
dub, I have to rely on VSCode as my main editor, then load the
executable in an empty C++ project in VS. This worked so far.
On the
I added this line to my SDLang formatted dub build file:
```
dependency "libx11" version="0.0.1" platform="posix"
```
Yet it's included even on Windows, even if I change it to "linux".
Since there's a fatal bug in the library that disallows it to be
built, I'll be leaving it out for now, and
On Saturday, 25 February 2023 at 19:55:27 UTC, evilrat wrote:
Nothing happens without a reason, check your project settings
and make sure that for debugging you have correct paths,
command, and arguments.
Even with no debug info and no project you can just drop an
executable to an empty VS
On Saturday, 25 February 2023 at 18:08:57 UTC, evilrat wrote:
Turn on exception settings panel in top menu bar:
Debug->Windows->Exceptions Settings (Crtl+Alt+E)
My settings for D is full "D exceptions", under Win32 check "D
Exception", or just click "Restore to default settings" in
there on
On Saturday, 25 February 2023 at 16:22:49 UTC, evilrat wrote:
VisualD for Visual Studio provides some extra help with
displaying your data in debugger and on Windows is the best you
can get for D.
You can use Visual Studio Code + code-d to debug, but it is not
as good as full Visual Studio
I had a lot of trouble trying to get Visual Studio to catch
handled exceptions, which would have been mandatory for debugging
unittests, but I either forgot how to do it, or something have
changed in either the newer versions of VS or the D compilers I
use (LDC, DMD).
So I downloaded the new
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
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,
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
On Friday, 30 September 2022 at 22:20:06 UTC, Salih Dincer wrote:
Maybe this will help you:
```d
template Bar(T)
{
void fun() {}
}
class Foo(T)
{
mixin Bar!T b;
alias fun = b.fun;
void test()
{
fun();
}
}
```
SDB@79
The issue with that is in that case is instead of writing
Let's say I have a class or an interface with a function, and I
want to pass that to a template to generate another function (in
this case one that passes it to a scripting engine, and allows it
to be called from there).
Currently I have the following issues:
1. I have to pass the
Code found here:
https://github.com/ZILtoid1991/newxml/blob/main/source/newxml/domimpl.d#L1984
Even changing the code to this:
```d
auto res = firstAttr;
while (res)
{
if (res.localName != localName || res.namespaceURI !=
namespaceURI)
res = res._nextAttr;
Here's this code:
```d
auto opSlice()
{
struct Range
{
Attr currentAttr;
auto front() { return currentAttr; }
void popFront() { currentAttr = currentAttr._nextAttr; }
bool empty() { return currentAttr is null; }
}
return Range(firstAttr);
}
```
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
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
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
I tried to compile on the Raspberry Pi 400, now I'm getting
segmentation fault during compilation with LDC. Still no idea
what causes it, nor how to reduce it. Moved the codebase to a new
repository, gave it a proper DOMString implementation instead of
using it as a template name, and I'm
On Sunday, 4 September 2022 at 08:17:13 UTC, Nick Treleaven wrote:
You may be able to use dustmite to automatically reduce the
code to a minimal test case:
https://dlang.org/blog/2020/04/13/dustmite-the-general-purpose-data-reduction-tool/
Send my regards to the planet smasher.
What do I
During unittest in my own fork of std.experimental.xml (link:
https://github.com/ZILtoid1991/experimental.xml ), potentially an
error so severe is present, that it causes to crash the compiler
(both DMD and LDC2, on Windows). I was able to separate the issue
by commenting out all unittests,
It seems I solved most of the problems by modifying event
handling.
I'll continue solving further ones and adding more functionality.
On Saturday, 18 June 2022 at 22:46:45 UTC, rikki cattermole wrote:
registeredClass.style = 32_769;
Don't use an integer like that, stick with bit wise ors.
LPCWSTR classname = toUTF16z(name);
GC owned memory, that could result in surprises.
const LPWSTR windowname = toUTF16z(title);
On Saturday, 18 June 2022 at 21:33:31 UTC, Vinod K Chandran wrote:
It seems that you are created a layered window. So chances are
there to it become translucent.
Did not set the flags for the layered window style, so I don't
know. Might be an event processing error, since in Windows it's a
Code:
https://github.com/ZILtoid1991/iota/blob/main/inputtest/app.d
https://github.com/ZILtoid1991/iota/blob/main/source/iota/window/base.d#L104
Second one contains the constructor that should make the window
without any issues.
When I try to create a window for testing purposes, I get
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
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
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
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
On Tuesday, 21 December 2021 at 19:00:01 UTC, solidstate1991
wrote:
Well, it seems like it's an error on the WASAPI side. I totally
disabled error handling (including the switch-case thingy),
then GetBuffer returns with an error code indicating buffer is
too large.
The solution was to call
Well, it seems like it's an error on the WASAPI side. I totally
disabled error handling (including the switch-case thingy), then
GetBuffer returns with an error code indicating buffer is too
large.
On Tuesday, 21 December 2021 at 01:13:10 UTC, Ali Çehreli wrote:
I bet it's throwing an Error. Call your thread entry function
from a try-catch wrapping function to see whether that's the
case:
// Rename existing function:
protected void audioThreadImpl() @nogc nothrow {
// ...
}
// New
Here's this function, which serves as a thread entry point:
https://github.com/ZILtoid1991/iota/blob/main/source/iota/audio/wasapi.d#L220
The problem is, that even with disabling all error-handling that
would allow to shut down the thread safely, the thread only runs
that while loop once.
Let's say I have something like this:
```
struct Foo {
int[] bar;
this() {
bar.length = 10;
}
ref int opIndex(size_t i) {
return bar[i];
}
}
void main() {
Foo f = Foo();
f[3] = 15;
}
```
If I wanted to check whether the assigned value is within a
On Sunday, 17 October 2021 at 13:03:46 UTC, jfondren wrote:
then it's likely that some memory corruption prior to format()
has broken the GC, and format's allocation of a string is
what's failing. Try sprinkling `@safe` and and see what it
complains about; try valgrind; try reducing your
On Sunday, 17 October 2021 at 05:22:17 UTC, russhy wrote:
On Saturday, 16 October 2021 at 22:47:09 UTC, solidstate1991
wrote:
When I make this call
```
format(" %3.3f"w, avgFPS);
```
my program immediately crashes with an access violation error.
The debugger out is different between x86 and
When I make this call
```
format(" %3.3f"w, avgFPS);
```
my program immediately crashes with an access violation error.
The debugger out is different between x86 and x86-64.
I've made all sanity checks, so I need some other suggestions.
I'm doing some audio-related work, and one thing I need is to
unregister from (and maybe later temporarily re-register to) the
GC, since it would cause some issues, and it would be nice if I
still could use the GC during disk operations, etc.
Info on it is quite scarce and a bit confusing. If
On Monday, 28 June 2021 at 20:55:44 UTC, solidstate1991 wrote:
Here's the offending function:
https://github.com/ZILtoid1991/collections-d/blob/master/source/collections/sortedlist.d#L38
It causes to throw an exception with `Access violation reading
location` and a memory address, int the
Here's the offending function:
https://github.com/ZILtoid1991/collections-d/blob/master/source/collections/sortedlist.d#L38
It causes to throw an exception with `Access violation reading
location` and a memory address, int the function
`_d_arraysetlengthT`. Variable `ti` is a TypeInfo_Array,
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,
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
Well, it's quite complicated to do. I have to manually unwrap
each and all function template, then pray for the compile-time
optimization gods that they'll be inlined.
This is so annoying, that I might issue a DIP...
On Saturday, 16 January 2021 at 14:18:55 UTC, Tove wrote:
probably you can use
https://dlang.org/spec/traits.html#getOverloads
I don't know how to use it with functions outside of
structs/classes.
On Saturday, 16 January 2021 at 14:13:29 UTC, solidstate1991
wrote:
Here's the following line, among many others:
return !(ubyte);
This generates an error, as this function template matches two
instances, but currently I don't know how to choose the one I
need, other than write a local
Here's the following line, among many others:
return !(ubyte);
This generates an error, as this function template matches two
instances, but currently I don't know how to choose the one I
need, other than write a local function, that looks a bit ugly.
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.
On Tuesday, 14 July 2020 at 00:17:14 UTC, solidstate1991 wrote:
Something like that, but with @safe, pure, etc. attributes.
I've tried to "bruteforce" it by generating functions with
combinations of attributes, and it kinda works, but is a very
janky solution.
I'll brainstorm some DIP to
On Tuesday, 7 July 2020 at 20:53:05 UTC, Ali Çehreli wrote:
I am not sure whether I understand it correctly but there has
been a request for opApply() to gain the attributes of the
delegate (or the range?). In other words, "transfer the
attributes to opApply". This is needed because I want
On Tuesday, 7 July 2020 at 13:33:41 UTC, Paul Backus wrote:
You can make opApply a template:
int opApply(Dg)(Dg dg)
if (is(Dg : scope int delegate(ref E)))
{
// etc.
}
Because `scope int delegate(ref E) @safe` implicitly converts
to `scope int delegate(ref E)`,
See implementation of data structure here:
https://github.com/ZILtoid1991/collections-d/blob/master/source/collections/treemap.d#L565
If I try to compile this code, it'll fail, limiting it's usecase:
@safe pure unittest {
alias IntMap = TreeMap!(int, int, false);
IntMap test;
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
On Thursday, 28 May 2020 at 20:26:55 UTC, Quantium wrote:
I need to create a variable with custom name, like this
import std;
void main()
{
string name;
readf(" %s", );
// some code that generates a variable of type integer and
value 0
}
Could you help me with that?
This might be
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
On Friday, 15 May 2020 at 03:46:57 UTC, evilrat wrote:
Um, pardon the stupid question, but did you just forgot to link
it? I can't see a mention of it anywhere in both the old json
and dub.sdl, and I don't see subpackages either. (does it links
implicitly by the compiler?)
Also if it's
When I try to compile my own project under Ubuntu with dub, I get
the following linker error:
/usr/bin/ld: .dub/obj/pixelperfectengine_pixelperfecteditor.o:
undefined reference to symbol 'inflateEnd'
//lib/x86_64-linux-gnu/libz.so.1: error adding symbols: DSO
missing from command line
On Sunday, 5 April 2020 at 22:33:50 UTC, Stefan Koch wrote:
Look at your program in a debugger and see if it does spawn
threads.
If it does find out where and why they are spawned.
Thanks for the answer, but it seems the issue was the lack of the
ability of unittesting such a large
My game engine is currently broken due to some race issue I don't
really know how to resolve.
It seems that the compiler tries to skip instructions that are
not locked with a `writeln()` or something similar. Usually I can
safely remove the writeln after compiling it once with that way.
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
On Wednesday, 1 January 2020 at 14:46:01 UTC, NaN wrote:
You can use visual studio (works in 2019, havent tried earlier
versions) to debug any exe you want. You do this...
Go to File menu, then Open, then Project/Solution
Make sure "all project files" is selected, then find the exe
you want
I cannot do any work, since LLD-link is broken and doesn't want
to link for anything. It just gives me a bunch of errors for
missing symbols, that supposed to be in the core libraries.
How can I set up the Microsoft linker instead?
There's a template mixin in my dimage project's new version in
base.d, and when I try to access it from another file I get two
errors:
undefined identifier `ChunkyAccess4bit`, did you mean template
`ChunkyAccess4Bit()`?
and
mixin `dimage.tga.TGA.ChunkyAccess4bit!()` is not defined
Should
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++
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.
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,
It seems that I've to write my own function that searches in the
given object's classinfo.interfaces since I couldn't find
anything related in Phobos.
On Wednesday, 6 March 2019 at 01:50:16 UTC, solidstate1991 wrote:
Thanks, it seems I'll have to write my own solution for this,
and I really dislike the way streaming compression works in C.
I've spotted some other bugs regarding my PNG implementation,
but those were unrelated and didn't
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
On Tuesday, 5 March 2019 at 02:19:26 UTC, Adam D. Ruppe wrote:
I haven't found the bug in your code yet, but one thing I
suspect from my experience is you might be reusing a buffer.
std.zlib actually stores pointers internally across function
calls, so if you are trying to compress a stream,
https://github.com/ZILtoid1991/dimage/blob/master/source/dimage/png.d
It seems that after a certain point, it doesn't add more data to
the compression stream, flushing doesn't help.
On Saturday, 23 February 2019 at 19:21:10 UTC, Bastiaan Veelo
wrote:
It works for me:
https://run.dlang.io/gist/473b0021487275751accaebeb00be05c
-- Bastiaan
Still no luck, not even with memcpy.
There's even more mystery as I printed out the original static
immutable array's content, which
If I want to copy an array of structs with .dup (cannot post the
link in question here at the moment due to non-working clipboard,
it's Color from pixelperfectengine.graphics.common) I get all
zeroes instead of the values from the original array. I haven't
disabled post-blit to my knowledge.
When I tried to apply to a position at Symmetry, I've got a
criticism from Atila Neves that some of my code relied too much
on memcpy, thus making it unsafe. After digging into std.array, I
found some function that could possibly replace it to emulate
writing in the middle of a file, but at
https://github.com/ZILtoid1991/bindbc-zstandard
After looking for alternatives to my megaproject of porting LZHAM
to D (since it had several issues, I'll salvaging my tar
implementation as well as another archive format meant for
application data storage), I found out that zstandard not only
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
After some refactoring, there are four functions sharing the same
name (technically four, but LDC didn't complain about them):
@nogc void blitter(T)(T* src, T* dest, size_t length){...}
and
@nogc void blitter(T)(T* src, T* dest, size_t length, T*
mask){...}
I need the first one, but at
On Wednesday, 3 October 2018 at 13:08:50 UTC, Vladimir Panteleev
wrote:
On Wednesday, 3 October 2018 at 03:25:04 UTC, solidstate1991
wrote:
and I don't want to go back to VisualD after VSCode for either
a usable mago or VS native debug.
Visual Studio makes a decent stand-alone source-level
I use VSCode since it has better D support, however until I make
mago-mi usable (it doesn't even support all the commands
currently it claims, --args seems to be completely broken) or
find again a working copy of LLDB for Windows (doesn't want to
compile with Mingw also being installed), I
Since it's a bit difficult to make tree traversal through range
(especially if someone wants to make it @nogc), I thought I'll
make it through opApply override, however the delegate passed by
it doesn't have the @nogc attribute, which would automatically
make it incapable to be used in a @nogc
On Tuesday, 16 October 2018 at 02:20:09 UTC, Soulsbane wrote:
Have you tried melatonin? My doctor has me take a 1mg tablet
and split it in two. So I take 1/2 at bedtime. That is the
sweet spot. If you take more than that you will end up groggy.
No, but I'll since I used to have this issue
I have done two mistakes: I underestimated the scope of the
project and overestimated my capabilities. This caused a chain
reaction, which in turn made the first milestone unreachable.
At the same time, my sleep disorder became even worse. I started
to sleep 10-12 hours a day while spending
I need some C++ stuff, but some of the functions take reference
values (Stuff&), and I don't know if this feature is emulated on
D side with extern(C++) functions. While I don't have to worry
about it with functions that are defined in the header, other
ones and classes are a different matter.
I wanted to do some work on lzbacon (D port of lzham-codec with
some extras such as tarball support), but without a debugger it's
pretty hard (I suspect an error in the multithreading when
looking up for a value, or some C++ language quirk I missed). The
current state of mago-mi is nearly
I would also like something, but for the C11 runtime, as it's
essential for mago (uses it for unicode strings, rewriting them
for Phobos would take too much time, and I've already ran out of
time).
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.
While for the most part it still works very well, however when
porting Mago I found a few functions that are not present in C99
(most notably wcsncpy_s).
While I can write my own functions to do the same (already done
this with C++'s array since a few classes inherited from
std::vector,
On Monday, 27 August 2018 at 20:47:08 UTC, Stefam Koch wrote:
I guess I could help you out with coff.
generating it is not the problem but linking it on windows
currently requires the MS linker.
which may not be desired.
then again ... I think binutils do support coff as well.
I might need
On Tuesday, 28 August 2018 at 11:30:20 UTC, JN wrote:
On Tuesday, 28 August 2018 at 08:39:20 UTC, bauss wrote:
The following language is a dangerous competitor to D.
https://github.com/joaomilho/Enterprise
I often feel like this kind of 'jokes' are trying too hard.
FizzBuzz Enterprise was
I've chosen to work on Mago, with the following goals:
-Porting it to D first and foremost to make code maintenance and
expansion easier in the future.
-Add better support for Win32-COFF (there's a few more bugs
compared to Win32-OMF in my experience) and Win64-COFF. As I read
COFF32 needs
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
I'm porting LZHAM to D, and the original used some very unusual
approach for coroutines:
- the whole thing is running inside of a single switch-case
block created by C++ macros
- the function saves some local values
- a macro sets the state variable to the current line number,
returns the
I need this to port a C++ code to D (a compression algorithm
known as LZHAM), and the easiest way to deal with it would be
that. The ADLER32 and CRC32 algorithms had to be ditched, and
while I could rewrite the former to make sense (used some form of
"vectorization") I would like to use the
Well, it seems I fixed the AA issue by removing a totally
unrelated thing (an undoable event chain system, that got
"deprecated"), but now I got another weird issue.
Sometimes setting a dynamic array's length causes an access
violation. Still only on WindowMaker, and nothing in
On Saturday, 14 July 2018 at 07:01:59 UTC, Seb wrote:
Any chance you can make a minimal, reproducible example of this?
Would be great because then it can be put on bugzilla and other
people can have a look at it too.
I might try, but first I'll look at the functions to see if I can
fix some
On Saturday, 14 July 2018 at 00:58:08 UTC, solidstate1991 wrote:
I found a temporary workaround. Basically I just save the
content of the AA, then reapply it after the application's
constructor finished, before that it always generated an
exception when I tried to check its content e.g. via
On Saturday, 7 July 2018 at 02:21:31 UTC, solidstate1991 wrote:
I'll upload code tomorrow, but here's the premise:
Sometimes elements disappear from associative arrays, causing
all sorts of errors down the line, mostly access violations.
My engine (PixelPerfectEngine) has a style sheet for
On Saturday, 7 July 2018 at 07:31:29 UTC, Seb wrote:
I'm sorry but without code there's not much we can do for you.
However, one thing we can try is to get your project on the
project tester once this regression is fixed.
https://github.com/ZILtoid1991/pixelperfectengine
Just did a commit
On Saturday, 7 July 2018 at 13:20:53 UTC, Guillaume Piolat wrote:
Oh yes, so much this. It would be very nice to have D_SIMD on
DMD 32-bit.
Does D_SIMD work on LDC?
I'll upload code tomorrow, but here's the premise:
Sometimes elements disappear from associative arrays, causing all
sorts of errors down the line, mostly access violations.
My engine (PixelPerfectEngine) has a style sheet for its GUI,
which generates basic values upon construction. This
I think fixing the SIMD support would be also great.
1) Make it compatible with Intel intrinsics.
2) Update it to work with AVX-512.
3) Add some preliminary support for ARM Neon.
4) Optional: Make SIMD to compile for all 32 bit targets, so I
don't have to write long-ass assembly code for
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