Re: D syntax highlight support by Chroma in Hugo

2019-05-23 Thread Vladimir Panteleev via Digitalmars-d-announce
On Wednesday, 22 May 2019 at 01:36:46 UTC, Shigeki Karita wrote: Recently, I sent a PR [1] in Chroma (syntax highlighter) to support D. I think my implementation is not perfect. I made this announcement to ask some experts for help and to ask Dlang blogger to use this. Thank you for working

Re: Biology nerds needed in a D project!

2019-05-23 Thread Alex via Digitalmars-d-announce
On Thursday, 23 May 2019 at 23:17:08 UTC, Murilo wrote: Guys I'm trying to make a program that simulates a neuron which behaves like the Physarum polycephalum so it will be able to develop intelligence. I'm making it totally in the D programming language. I will need help from biology nerds.

Biology nerds needed in a D project!

2019-05-23 Thread Murilo via Digitalmars-d-announce
Guys I'm trying to make a program that simulates a neuron which behaves like the Physarum polycephalum so it will be able to develop intelligence. I'm making it totally in the D programming language. I will need help from biology nerds. If you want to participate you can contact me: 1- on my

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 20:20:52 UTC, Nick Sabalausky (Abscissa) wrote: flexibility. And I think you're *SEVERELY* underestimating the flexibility of modern game engines. And I say this having personally used modern game engines. Have you? No, I don't use them. I read about how they are

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Nick Sabalausky (Abscissa) via Digitalmars-d-announce
On 5/23/19 3:52 PM, Ola Fosheim Grøstad wrote: On Thursday, 23 May 2019 at 19:32:28 UTC, Nick Sabalausky (Abscissa) wrote: Game engines *MUST* be *EFFICIENT* in order facilitate the demands the games place on them. And "efficiency" *means* efficiency: it means minimizing wasted processing, and

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 20:13:29 UTC, Nick Sabalausky (Abscissa) wrote: They want accuracy TO THE EXTENT THEY (and others) CAN PERCEIVE IT. That is the key. Human perception is far more limited than most people realize. Well, what I meant by "cutting corners" it that games reach

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Nick Sabalausky (Abscissa) via Digitalmars-d-announce
On 5/22/19 8:34 PM, H. S. Teoh wrote: And this isn't just for mobile apps; even the pervasive desktop browser nowadays seems bent on eating up as much CPU, memory, and disk as physically possible -- everybody has their neighbour's dog wants ≥60fps hourglass / spinner animations and smooth

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Nick Sabalausky (Abscissa) via Digitalmars-d-announce
On 5/23/19 3:29 PM, Ola Fosheim Grøstad wrote: On Thursday, 23 May 2019 at 19:13:11 UTC, Nick Sabalausky (Abscissa) wrote: Serious photographers and videographers use things like JPEG and MPEG which are *fundamentally based* on cutting imperceptible corners and trading accuracy for other

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 19:32:28 UTC, Nick Sabalausky (Abscissa) wrote: Game engines *MUST* be *EFFICIENT* in order facilitate the demands the games place on them. And "efficiency" *means* efficiency: it means minimizing wasted processing, and that *inherently* means *both* speed and

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 19:29:26 UTC, Ola Fosheim Grøstad wrote: Most GUI frameworks fail at this, so you have to do all yourself if you want anything with descent quality, but that is not how it should be. I meant «decent»! *grin* (But really, photographers and videographers use RAW

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Nick Sabalausky (Abscissa) via Digitalmars-d-announce
On 5/22/19 6:33 PM, H. S. Teoh wrote: On Wed, May 22, 2019 at 02:18:58PM -0700, Manu via Digitalmars-d-announce wrote: On Wed, May 22, 2019 at 10:20 AM Ola Fosheim Grøstad via Digitalmars-d-announce wrote: [...] But you shouldn't design a UI framework like a game engine. Especially not if

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 19:13:11 UTC, Nick Sabalausky (Abscissa) wrote: Serious photographers and videographers use things like JPEG and MPEG which are *fundamentally based* on cutting imperceptible corners and trading accuracy for other benefits. The idea of a desktop GUI absolutely

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Nick Sabalausky (Abscissa) via Digitalmars-d-announce
On 5/22/19 6:39 PM, Ola Fosheim Grøstad wrote: There's a reason games can simulate a rich world full of dynamic data and produce hundreds of frames a second, is Yes, it is because they cut corners and make good use of special cases... The cool kids in the demo-scene even more so. That does

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 16:36:17 UTC, Robert M. Münch wrote: When doing the real-time resizing in the screencast, the CPU usage is around 5% - 6% Yeah, that leaves a lot of headroom to play with. Do you think there is a market for a x86 CPU software renderer though? Or do you plan on

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Robert M. Münch via Digitalmars-d-announce
On 2019-05-23 07:28:49 +, Ola Fosheim Grøstad said: On Thursday, 23 May 2019 at 06:07:53 UTC, Robert M. Münch wrote: On 2019-05-22 17:01:39 +, Manu said: I mean, there are video games that render a complete screen full of zillions of high-detail things every frame! Show me a game

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Robert M. Münch via Digitalmars-d-announce
On 2019-05-23 09:28:59 +, kdevel said: Awesome. Compared to the video you posted some days ago there is also almost no visible aliasing. Thanks. Do you plan to create a web browser based on your framework? No, I don't see any business model behind a web browser... -- Robert M. Münch

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 01:22:20 UTC, Manu wrote: That's a different discussion. I don't actually endorse this. I'm a fan of instantaneous response from my productivity software... 'Instantaneous' being key, and running without delay means NOT waiting many cycles of the event pump to flow

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Guillaume Piolat via Digitalmars-d-announce
On Wednesday, 22 May 2019 at 21:18:58 UTC, Manu wrote: People really should look at games for how to write good software in general. While I agree for some AAA games (and I'm sure your employer can afford excellent development practics), I'd like to counteract that point for balance: for

dlang/projects: A collection of impact D projects

2019-05-23 Thread Seb via Digitalmars-d-announce
Hi everyone, at DConf one common concern raised was that it's hard to track the progress on important high-level projects. Furthermore, its also hard for interested contributors to find such projects and judge which ones really matter to the D community. Lastly, the existing wiki pages

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread kdevel via Digitalmars-d-announce
On Tuesday, 21 May 2019 at 14:04:29 UTC, Robert M. Münch wrote: [...] Here is a new screencast: https://www.dropbox.com/s/ywywr7dp5v8rfoz/Bildschirmaufnahme%202019-05-21%20um%2015.20.59.mov?dl=0 I optimized the whole thing a bit, so now a complete screen with layouting, hittesting, drawing

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 06:07:53 UTC, Robert M. Münch wrote: On 2019-05-22 17:01:39 +, Manu said: I mean, there are video games that render a complete screen full of zillions of high-detail things every frame! Show me a game that renders this with a CPU only approach into a memory

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Robert M. Münch via Digitalmars-d-announce
On 2019-05-22 17:01:39 +, Manu said: The worst case defines your application performance, and grids are pretty normal. That's true, but responsive grids are pretty unusal. You can make a UI run realtime ;) I know, that's what we seek for. I mean, there are video games that render a

Re: D GUI Framework (responsive grid teaser)

2019-05-23 Thread Ola Fosheim Grøstad via Digitalmars-d-announce
On Thursday, 23 May 2019 at 00:23:50 UTC, Manu wrote: it's really just a style of software design that lends to efficiency. Our servers don't draw anything! Then it isn't specific to games, or particularly relevant to rendering. Might as well talk about people writing search engines or