Am Fri, 12 May 2017 05:42:58 +
schrieb Lewis :
> Ah okay. If I understand correctly, the "game" itself is just the
> two .d files in the Scripts folder, which get compiled then
> linked with the prebuilt .lib for the engine. If so, a 10-12s
> compile just for those
On Friday, 12 May 2017 at 02:43:17 UTC, evilrat wrote:
I use just dub and generated Visual D project.
Well in my case the problem is that engine is built as static
lib, and there is not much i can do with this. I've started
moving things around and turn lib to executable, at least now
build
On Thursday, 11 May 2017 at 17:38:26 UTC, Lewis wrote:
On Thursday, 11 May 2017 at 03:17:13 UTC, evilrat wrote:
I have played recently with one D game engine and result was
frustrating. My compile time was about 45 sec!
Interesting. What game engine were you using? To me this sounds
like a
On Thursday, 11 May 2017 at 03:17:13 UTC, evilrat wrote:
I have played recently with one D game engine and result was
frustrating. My compile time was about 45 sec!
Interesting. What game engine were you using? To me this sounds
like a problem in the build process. DMD isn't a build system
On 5/10/17 7:54 PM, H. S. Teoh via Digitalmars-d wrote:
On Wed, May 10, 2017 at 07:52:53PM -0400, Steven Schveighoffer via
Digitalmars-d wrote:
[...]
I'll reiterate here: if the compiler's sanity is suspect, there's nothing
much for it to do except crash. hard. And tell you where to look.
On Thursday, 11 May 2017 at 08:27:16 UTC, Vadim Lopatin wrote:
DlangUI has Android support.
You can develop and debug game on desktop, then build for
Android.
Can we have an option to create OpenGL forward compatible
context, please? This would really help with debugging graphics
issues
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
Interesting thread I got from Reddit, someone made a game for
PC and mobiles fully in Rust.
https://michaelfairley.com/blog/i-made-a-game-in-rust/
"Last week, I released A Snake’s Tale on iOS, Android, Windows,
Mac, and Linux.".
I
On Wednesday, 10 May 2017 at 18:20:01 UTC, zetashift wrote:
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
I wonder, would it be possible for D in the current state to
achieve the same? I imagine iOS isn't possible yet and Android
is just getting there?
Reading this thread while going
On 10/05/2017 7:20 PM, zetashift wrote:
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
I wonder, would it be possible for D in the current state to achieve
the same? I imagine iOS isn't possible yet and Android is just getting
there?
Reading this thread while going through the online D
On Wednesday, 10 May 2017 at 22:13:29 UTC, Lewis wrote:
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
PROS
The Rust article mentions build times as a downside. In
contrast, that has been one of the upsides of D for me. My
build time is ~1.75s for a usual-case rebuild (all the game
On Wed, May 10, 2017 at 07:52:53PM -0400, Steven Schveighoffer via
Digitalmars-d wrote:
[...]
> I'll reiterate here: if the compiler's sanity is suspect, there's nothing
> much for it to do except crash. hard. And tell you where to look.
[...]
OTOH, it's not very nice from a user's POV. It
On 5/10/17 10:37 AM, Ethan Watson wrote:
On Wednesday, 10 May 2017 at 14:31:28 UTC, Vladimir Panteleev wrote:
Internal compiler errors (ICEs) are bugs which are generally treated
as high priority. Please report them.
See my previous rant on this subject.
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
I wonder, would it be possible for D in the current state to
achieve the same? I imagine iOS isn't possible yet and Android
is just getting there?
I've been developing a small 2D PC-only game in my free time over
the last year or so (10
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
Interesting thread I got from Reddit, someone made a game for
PC and mobiles fully in Rust.
https://michaelfairley.com/blog/i-made-a-game-in-rust/
"Last week, I released A Snake’s Tale on iOS, Android, Windows,
Mac, and Linux.".
I
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
I wonder, would it be possible for D in the current state to
achieve the same? I imagine iOS isn't possible yet and Android
is just getting there?
Reading this thread while going through the online D book I
wonder;
Would one recommend D
On Wednesday, 10 May 2017 at 15:50:06 UTC, Adrian Matoga wrote:
In this simple case above, I actually prefer DMD's messages, as
there's simply less text for my eyes to read and brain to
parse, so I can quickly spot where the problem is.
Well, even here, I'd prefer a small tweak:
lll.d(6):
On 05/10/2017 11:50 AM, Adrian Matoga wrote:
On Wednesday, 10 May 2017 at 15:03:19 UTC, Adam D. Ruppe wrote:
lll.d(5): Error: function lll.foo (Color c) is not callable using
argument types (Color)
WTF, right? Well, I have a locally defined `struct Color` and an
imported one. Same name, but
On Wednesday, 10 May 2017 at 15:03:19 UTC, Adam D. Ruppe wrote:
On Wednesday, 10 May 2017 at 14:02:38 UTC, Adrian Matoga wrote:
Would you mind giving some examples?
What bothers me on a regular basis is overloading. Basic case:
$ dmd lll
lll.d(6): Error: none of the overloads of 'foo' are
On Wednesday, 10 May 2017 at 14:02:38 UTC, Adrian Matoga wrote:
Would you mind giving some examples?
What bothers me on a regular basis is overloading. Basic case:
$ dmd lll
lll.d(6): Error: none of the overloads of 'foo' are callable
using argument types (int, double), candidates are:
On Wednesday, 10 May 2017 at 14:31:28 UTC, Vladimir Panteleev
wrote:
Internal compiler errors (ICEs) are bugs which are generally
treated as high priority. Please report them.
See my previous rant on this subject.
http://forum.dlang.org/post/qkxyfiwjwqklftcwt...@forum.dlang.org
tl;dr - Sure,
On Wednesday, 10 May 2017 at 14:13:37 UTC, Ethan Watson wrote:
On Wednesday, 10 May 2017 at 14:02:38 UTC, Adrian Matoga wrote:
Would you mind giving some examples?
My biggest bugbear with DMD is internal compiler errors giving
me no meaningful information.
Internal compiler errors (ICEs)
On Wednesday, 10 May 2017 at 14:02:38 UTC, Adrian Matoga wrote:
Would you mind giving some examples?
My biggest bugbear with DMD is internal compiler errors giving me
no meaningful information.
Excepting one or two edge cases with SSE types and the .NET
compiler, I can get a meaningful
On Wednesday, 10 May 2017 at 14:00:08 UTC, Ethan Watson wrote:
On Wednesday, 10 May 2017 at 13:22:22 UTC, Adam D. Ruppe wrote:
Those of you on IRC know that I've been pushing hard for
better error messages. I think that is *the* killer feature
clang offered and I see it brought up again and
On Wednesday, 10 May 2017 at 13:22:22 UTC, Adam D. Ruppe wrote:
Those of you on IRC know that I've been pushing hard for better
error messages. I think that is *the* killer feature clang
offered and I see it brought up again and again.
D used to do well. Now we're lagging behind. No language
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
I wonder, would it be possible for D in the current state to
achieve the same? I imagine iOS isn't possible yet and Android
is just getting there?
Probably about the same, the author mostly complains about
immature libraries for mobile and
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
Interesting thread I got from Reddit, someone made a game for
PC and mobiles fully in Rust.
https://michaelfairley.com/blog/i-made-a-game-in-rust/
"Last week, I released A Snake’s Tale on iOS, Android, Windows,
Mac, and Linux.".
I
On Wednesday, 10 May 2017 at 12:52:34 UTC, JN wrote:
Interesting thread I got from Reddit, someone made a game for
PC and mobiles fully in Rust.
https://michaelfairley.com/blog/i-made-a-game-in-rust/
"Last week, I released A Snake’s Tale on iOS, Android, Windows,
Mac, and Linux.".
I
Interesting thread I got from Reddit, someone made a game for PC
and mobiles fully in Rust.
https://michaelfairley.com/blog/i-made-a-game-in-rust/
"Last week, I released A Snake’s Tale on iOS, Android, Windows,
Mac, and Linux.".
I wonder, would it be possible for D in the current state to
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