On Monday, 15 December 2014 at 10:25:18 UTC, Ali Çehreli wrote:
- Removed the unrelated Turkish menu from the English pages
- Improved the ebook formats
- Removed the download page and linked the ebook versions
directly from the main page instead
I consider these beta quality:
On Sunday, 14 December 2014 at 03:26:56 UTC, Walter Bright wrote:
http://code.dlang.org/packages/sargon
These two modules failed to generate much interest in
incorporating them into Phobos, but I'm still rather proud of
them :-)
So am I, the halffloat is much faster than any other
On 12/17/2014 01:09 AM, Joakim wrote:
Do you take donations for the electronic versions, as I have no
interest in print?
The idea is that both the ebook and the print versions will be
purchasable once the formal editing, cover design, and forewords are
finalized.
I'd like to send you a
On Tuesday, 16 December 2014 at 10:01:58 UTC, Stefan Koch wrote:
please tell me what concepts you would like to have explained.
perhaps I should do a live-stream for QA maybe ?
I don't know. Maybe QA could be helpful - not sure if a live
stream is necessary ...
On Wednesday, 17 December 2014 at 09:11:22 UTC, Don wrote:
So am I, the halffloat is much faster than any other
implementation I've seen. The fast path for the conversion
functions involves only a few machine instructions.
I had an extra speedup for it that made it optimal, but it
requires a
Hi, I'm kind of embarrassed by my bitter post, must have been a
bad day :).
On Tuesday, 16 December 2014 at 19:49:37 UTC, Shehzan wrote:
We also support CPU and OpenCL backends along with CUDA. This
way, you can use the same ArrayFire code to run across any of
those technologies without
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
On Wed, Dec 17, 2014 at 19:06:21 +, solidstate1991 via
Digitalmars-d-announce wrote:
I still haven't
decided to make it open or closed source (if it'll be ever used
by any game that makes profit, I'd like to get some share from
it).
One
This should be fixed now in my forks [1] [2]. Note, I've also
replaced the selector syntax, [foo], with a compiler recognized
UDA, @selector(foo).
[1] https://github.com/jacob-carlborg/dmd/tree/d-objc
[2] https://github.com/jacob-carlborg/druntime/tree/d-objc
OMG, what did you do? all my
On Wednesday, 17 December 2014 at 19:52:14 UTC, Ben Boeckel via
Digitalmars-d-announce wrote:
On Wed, Dec 17, 2014 at 19:06:21 +, solidstate1991 via
Digitalmars-d-announce wrote:
I still
haven't
decided to make it open or closed source (if
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