For those that use duckduckgo as their search engine, you can now
search the dub package registry with the '!dub' bang.
I submitted this a while ago on a whim and it just got approved.
On Wednesday, 2 March 2016 at 15:06:26 UTC, Andrej Mitrovic wrote:
I ported it to D as I'm interested if it could improve
performance since you could theoretically inline code. I
haven't touched the code in a long time, though. Nice to see
bindings too however!
Thanks! Porting is an
chipmunkd [1] provides D bindings for the most recent version
(7.0.1) of
Chipmunk2D [2], a 2D physics library.
Note that there is also DChip [3], which provides a full source
port and is
currently targeting the 6.X branch. I figured bindings would be
easier to keep
up to date with upstream
On Tuesday, 5 January 2016 at 17:41:41 UTC, burjui wrote:
Cursor speed is pretty low, so you can't react quickly and in
the 3rd round your base always looks like Swiss cheese.
You can hold the turbo key (shift by default) to move it faster.
Again, something I should probably explain in-game
On Sunday, 3 January 2016 at 19:53:25 UTC, Ivan Kazmenko wrote:
"If, at the end of a round, you have no territory, you are
defeated."
I'm almost sure this is currently not true for the last round:
the "completed" message showed up for me instead of "defeated".
Huh, I couldn't repro that.
On Saturday, 2 January 2016 at 23:43:48 UTC, thedeemon wrote:
On Thursday, 31 December 2015 at 16:43:53 UTC, rcorre wrote:
It works fine for me on Win 8.1. But I have no idea what's
going on in the game, gameplay is totally unknown to me. ;)
I added some instructions on the readme:
On Friday, 1 January 2016 at 13:15:02 UTC, MrSmith wrote:
For me window is not shown. Windows 7 64bit. I see console and
graphics windows in taskbar, but no actual window on the
screen. Used release v0.2.
Hmm, don't have a windows 7 machine, but maybe I can spin up a
VM. Thanks for letting
"Damage Control" is a game inspired by one of my old favorite
SNES games, Rampart (ok, technically an arcade game, but I had it
on SNES).
The project is on Github: https://github.com/rcorre/damage_control
Its very incomplete, but if you don't mind spending a few minutes
trying it out I'd
On Thursday, 31 December 2015 at 17:16:32 UTC, Ivan Kazmenko
wrote:
The game flow is not obvious in multiple respects:
1. Shoot: why only six bullets?
2. Rebuild: huh, what's the plan?
3. If the base is not completely enclosed by walls after
rebuild, the game ends, giving a ?!?!? impression.
For those that missed the first announcement
(http://forum.dlang.org/thread/jiucsrcvkfdzwinqp...@forum.dlang.org?page=1), SuperStruct is a struct that acts like a class; basically, a value type that exposes a common interface from its 'subtypes'.
Code on github:
On Thursday, 22 October 2015 at 02:35:34 UTC, rcorre wrote:
Come to think of it, SuperStruct actually sounds pretty similar
to std.range.chooseAmong (which I just realized exists).
It seems to work quite nicely as an alternative to choose that
works with any types as opposed to just ranges:
On Wednesday, 21 October 2015 at 23:09:52 UTC, Timon Gehr wrote:
"A call signature for a given member is 'compatible'
* if, for an instance of any one of `SubTypes`, that member
can be called with
* the provided set of arguments _and_ all such calls have a
common return type."
Probably
On Sunday, 18 October 2015 at 21:26:55 UTC, rcorre wrote:
And at the risk of going a little overboard, I think the answer
to supporting arbitrary templated functions is to wrap
visitor/project itself in a template, that then returns a
variadic function while passing along other compile-time
On Sunday, 18 October 2015 at 21:18:52 UTC, rcorre wrote:
On Sunday, 18 October 2015 at 21:00:32 UTC, Meta wrote:
On Sunday, 18 October 2015 at 19:00:16 UTC, rcorre wrote:
You might find this interesting. It's an "outside-in" approach
to the same problem as opposed to your "inside-out"
On Sunday, 18 October 2015 at 21:00:32 UTC, Meta wrote:
On Sunday, 18 October 2015 at 19:00:16 UTC, rcorre wrote:
You might find this interesting. It's an "outside-in" approach
to the same problem as opposed to your "inside-out" approach.
Not finished, but the general idea is there.
SuperStruct is a struct that acts like a class:
---
struct Square {
float size;
float area() { return size * size; }
}
struct Circle {
float r;
float area() { return r * r * PI; }
}
alias Shape = SuperStruct!(Square, Circle);
// look! polymorphism!
Shape sqr = Square(2);
Shape cir =
On Tuesday, 29 September 2015 at 16:22:43 UTC, Adam D. Ruppe
wrote:
characterencodings is only needed if you call one of the
character conversion functions; it is a lazy local import
inside a template.
Neat! I knew local imports were useful for keeping symbols in a
smaller scope, but
On Wednesday, 16 September 2015 at 03:20:28 UTC, SimonN wrote:
Yes, the 0.4.x version works with my examples perfectly. Thanks
for adding const support!
(I haven't tested yet every combination of const/mutable
Enumap, const/mutable foraech-value, and direct/ref
foreach-value. My examples are
On Friday, 11 September 2015 at 03:25:58 UTC, SimonN wrote:
It doesn't seem to matter whether I put const int, or int, in
the foreach statement.
What's the idiomatic way to loop over a const Enumap? :-)
-- Simon
I've released v0.4.0, which implements foreach with ref, and
(hopefully)
On Friday, 11 September 2015 at 08:22:20 UTC, Kagamin wrote:
On Friday, 11 September 2015 at 02:17:25 UTC, rcorre wrote:
@nogc void donFancyHat(Enumap!(Attribute, int) map) {
map.charisma += 1; }
BTW, what this means? Isn't Enumap a value type?
Correct, the parameter should be passed by ref
On Friday, 11 September 2015 at 04:30:31 UTC, SimonN wrote:
Since I have been using "ref val" in the first loop, I expected
the output to be instead:
e1: 101
e2: 102
e3: 103
e1: 104
e2: 105
e3: 106
-- Simon
Yep, as I was looking at the constness thing, I realized
On Friday, 11 September 2015 at 03:25:58 UTC, SimonN wrote:
Hi,
this looks excellent! I've been playing around with it, and am
looking forward to using it regularly.
I've ran into a compilation error when iterating over a const
Enumap. In the following code:
import std.stdio;
I frequently find myself needing a data structure that maps each
member of an enum to a value;
something similar what Java calls an EnumMap
(http://docs.oracle.com/javase/7/docs/api/java/util/EnumMap.html).
I couldn't find any D implementation out there, so I wrote a
little module for it.
On Monday, 31 August 2015 at 16:09:02 UTC, Gary Willoughby wrote:
I've written a new article on D here:
http://nomad.so/2015/08/more-hidden-treasure-in-the-d-standard-library/
Hopefully to drive other programmers to investigate D. It's a
continuation of a similar one I wrote a few months ago
On Wednesday, 24 June 2015 at 12:16:56 UTC, Suliman wrote:
Is it's possible to use this lib for tiling jpg?
I am planing to try to create online service that will load
tiles depending on scale (zoom). Front and is js, but I think
backend should be based on lib like this.
Hmm... I'm not sure.
On Monday, 22 June 2015 at 11:05:28 UTC, Manu wrote:
Hey cool. I haven't thought about tiled for years!
I contributed the terrain painting system years ago ;)
Nice to see a lib in D!
Nice! I make use of Tiled's terrain tool regularly, its a huge
time saver.
I've considered adding some
dtiled v0.2 is out, and for better or worse, it got hit by a
serious case of
feature creep.
v0.1 was simply an easy way to load maps created with Tiled
(http://mapeditor.org).
v0.2 attempts to provide much of the functionality commonly
needed by tilemapped games.
I like to hack around on
On Sunday, 1 February 2015 at 12:32:46 UTC, Mike Parker wrote:
I've finally dusted off and finished up the new Allegro 5
binding I started on over a year ago. SeigeLord already
maintains a static binding at [1]. It has support for the WIP
5.1 branch of Allegro. DerelictAllegro5 is, like all
Awesome, thanks for all your work here!
The DCD package is a nice addition.
Any D game developers out there looking to create a tile-based
game?
DTiled aims to provide a quick and easy way to load maps created
with Tiled
(http://www.mapeditor.org). For those that don't know, Tiled is
an open-source
2D tilemap editor that is a great tool for indie developers.
At the
hmm ... apparently copy-pasting out of a vim buffer was not a
good idea. Sorry about the weird line breaks.
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