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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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