Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Rikki Cattermole via Digitalmars-d-announce

On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:

I tried to gather support for a community game project (FeedBack).
Lots of interest, but nobody actually joined the party when I kicked
it off.

On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

I am starting an initiative for everyone interested in D game
development by creating the github organization d-gamedev-team[1].

The first project hosted here is the the freshly created
opengl-tutorials[2] project. This is a long-term project that aims to
collect as many modern OpenGL examples ported to D or even provide new
examples created from scratch in D. All the examples should be easy to
build, provided you have a fresh D compiler and a recent version of
the dub[3] dependency manager / builder tool.

Currently the project contains an almost-complete port of the samples
contained on the website opengl-tutorial.org[4] - which cover OpenGL
v3.3x and were created by Sam Hocevar. The D examples are not straight
ports, they have been D-ified and may contain more features than their
original counterparts. They also use 3rd-party D OpenGL wrappers to
avoid a lot of scaffolding work typical of OpenGL applications.

Thanks to dub[3] you won't have to manually install the D
dependencies. However you may have to install some C/C++ 3rd-party
library dependencies, such as GLFW, SDL2, SDL2 Image, and potentially
other libraries depending on the ones the samples require. The
dependencies are documented in the project's readme[5].

Additional OpenGL example ports are planned and some are already in
progress but have not yet been pushed upstream. See the
opengl-tutorials[2] github repo for a list of ports which are in
progress and a list of desired ports.

If you wish to contribute with your own ports or with brand new D
OpenGL examples don't hesitate to make a pull request. I want the
d-gamedev-team organization to gradually grow and have it host as many
useful projects, whether it be libraries, tools, tutorials, tips 
tricks, assets, or anything else related to D game development.

I am strongly interested in game development in D, and although I'm at
a starting stage I'm very much committed to working on this project to
the best of my abilities. Hopefully in a few years we'll see some
major titles made entirely in D. But before that can happen we have to
make a collective push to bring D to a higher stage where it's
acceptable and viable to game developers, whether it be through
language support (@nogc/allocators) or library and tooling support.

We'll see where this goes, but I'm very excited for the future! Cheers. :o)

[1] : https://github.com/d-gamedev-team
[2] : https://github.com/d-gamedev-team/opengl-tutorials
[3] : http://code.dlang.org/download
[4] : http://opengl-tutorial.org/
[5] : 
https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org


Yeah I was one of those people who wanted to work on it. Unfortunately 
that was while I was working on DOOGLE and pre aurora commencing. That 
to me really killed my enthusiasm.


Personally I'm waiting for aurora before starting up on the GUI front.


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread evilrat via Digitalmars-d-announce
On Thursday, 15 May 2014 at 05:01:14 UTC, Manu via 
Digitalmars-d-announce wrote:
I tried to gather support for a community game project 
(FeedBack).
Lots of interest, but nobody actually joined the party when I 
kicked

it off.

On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

I am starting an initiative for everyone interested in D game
development by creating the github organization 
d-gamedev-team[1].


The first project hosted here is the the freshly created
opengl-tutorials[2] project. This is a long-term project that 
aims to
collect as many modern OpenGL examples ported to D or even 
provide new
examples created from scratch in D. All the examples should be 
easy to
build, provided you have a fresh D compiler and a recent 
version of

the dub[3] dependency manager / builder tool.

Currently the project contains an almost-complete port of the 
samples
contained on the website opengl-tutorial.org[4] - which cover 
OpenGL
v3.3x and were created by Sam Hocevar. The D examples are not 
straight
ports, they have been D-ified and may contain more features 
than their
original counterparts. They also use 3rd-party D OpenGL 
wrappers to

avoid a lot of scaffolding work typical of OpenGL applications.

Thanks to dub[3] you won't have to manually install the D
dependencies. However you may have to install some C/C++ 
3rd-party
library dependencies, such as GLFW, SDL2, SDL2 Image, and 
potentially

other libraries depending on the ones the samples require. The
dependencies are documented in the project's readme[5].

Additional OpenGL example ports are planned and some are 
already in

progress but have not yet been pushed upstream. See the
opengl-tutorials[2] github repo for a list of ports which are 
in

progress and a list of desired ports.

If you wish to contribute with your own ports or with brand 
new D
OpenGL examples don't hesitate to make a pull request. I want 
the
d-gamedev-team organization to gradually grow and have it host 
as many
useful projects, whether it be libraries, tools, tutorials, 
tips 

tricks, assets, or anything else related to D game development.

I am strongly interested in game development in D, and 
although I'm at
a starting stage I'm very much committed to working on this 
project to
the best of my abilities. Hopefully in a few years we'll see 
some
major titles made entirely in D. But before that can happen we 
have to

make a collective push to bring D to a higher stage where it's
acceptable and viable to game developers, whether it be through
language support (@nogc/allocators) or library and tooling 
support.


We'll see where this goes, but I'm very excited for the 
future! Cheers. :o)


[1] : https://github.com/d-gamedev-team
[2] : https://github.com/d-gamedev-team/opengl-tutorials
[3] : http://code.dlang.org/download
[4] : http://opengl-tutorial.org/
[5] : 
https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org


same with DirectX, more than half year passed since i published 
it and i only get single commit and one known user. nice, good 
and active community. i wish to say good luck with ur linuxez 
guyz i'm done here, but i always returns to see whats new, still 
hoping it's temporally...


p.s. i admit that linux could give us some traction to have 
public approval, but it doesn't mean that there is only linux...


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/15/14, Manu via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 I tried to gather support for a community game project (FeedBack).
 Lots of interest, but nobody actually joined the party when I kicked
 it off.

Sorry, but I was put off by the terrible performance. 30 FPS with
regular frame drops to sub-10 FPS is unacceptable for something that
displays half a dozen animated objects. It left a really bad
impression on me, especially considering you always complain on the
forums about other devs writing bad-performant code and them being
unaware of it.


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Manu via Digitalmars-d-announce
On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:

 I tried to gather support for a community game project (FeedBack).
 Lots of interest, but nobody actually joined the party when I kicked
 it off.


 Yeah I was one of those people who wanted to work on it. Unfortunately that
 was while I was working on DOOGLE and pre aurora commencing. That to me
 really killed my enthusiasm.

 Personally I'm waiting for aurora before starting up on the GUI front.

What's doogle and aurora? And why did that kill enthusiasm?


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Manu via Digitalmars-d-announce
On 15 May 2014 19:54, Andrej Mitrovic via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On 5/15/14, Manu via Digitalmars-d-announce
 digitalmars-d-announce@puremagic.com wrote:
 I tried to gather support for a community game project (FeedBack).
 Lots of interest, but nobody actually joined the party when I kicked
 it off.

 Sorry, but I was put off by the terrible performance. 30 FPS with
 regular frame drops to sub-10 FPS is unacceptable for something that
 displays half a dozen animated objects. It left a really bad
 impression on me, especially considering you always complain on the
 forums about other devs writing bad-performant code and them being
 unaware of it.

Huh? Umm... I haven't done any work on rendering or performance.
It's 100% prototype rendering code. It's rendering a crap load of
procedural meshes generated on the spot each frame, and not even
cacheing the text.

What's there is a proof of concept. I just wanted to get a framework,
and get something running and playable, so that other people could
join in and hack on it with me.
I was worried about synch and gameplay, ie, making it load and play
songs, play them in time, receive controller events in time, read MIDI
properly, match input events against notes in the songs, keep score,
handle various input and output latencies. There's actually a fair bit
of work in there.

You never mentioned that you were deterred by performance, I can go
and make it run at a thousand fps if you like :)
I just didn't consider it a pressing or particularly relevant issue,
since there's not a single piece of artwork or UI in there anyway. Any
rendering code I write will almost certainly be replaced.
I think there's all comments in there saying // HACK: horrible
rendering code!, and that it will be replaced... :/


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Rikki Cattermole via Digitalmars-d-announce

On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:

On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:


I tried to gather support for a community game project (FeedBack).
Lots of interest, but nobody actually joined the party when I kicked
it off.



Yeah I was one of those people who wanted to work on it. Unfortunately that
was while I was working on DOOGLE and pre aurora commencing. That to me
really killed my enthusiasm.

Personally I'm waiting for aurora before starting up on the GUI front.


What's doogle and aurora? And why did that kill enthusiasm?

DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
I would have replied earlier but it appears that there has been enough 
changes with dub and dmd that it just won't. But I managed to grab an 
old build and here is its output [2].

Not really that nice but hey, was my go at it.

I was building it as pretty much the all in one toolbox for D and OpenGL 
and with Aurora getting more support, the issues I was having continuing 
just kinda was the last straw.
And anyways I'm better at web development then game dev. Never really 
understood the 3d pipeline.



[0] https://github.com/rikkimax/DOOGLE
[1] https://github.com/auroragraphics
[2] 
https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/edit?usp=sharing


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Manu via Digitalmars-d-announce
On 15 May 2014 23:24, Rikki Cattermole via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:

 On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
 digitalmars-d-announce@puremagic.com wrote:

 On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:


 I tried to gather support for a community game project (FeedBack).
 Lots of interest, but nobody actually joined the party when I kicked
 it off.


 Yeah I was one of those people who wanted to work on it. Unfortunately
 that
 was while I was working on DOOGLE and pre aurora commencing. That to me
 really killed my enthusiasm.

 Personally I'm waiting for aurora before starting up on the GUI front.


 What's doogle and aurora? And why did that kill enthusiasm?

 DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
 I would have replied earlier but it appears that there has been enough
 changes with dub and dmd that it just won't. But I managed to grab an old
 build and here is its output [2].
 Not really that nice but hey, was my go at it.

 I was building it as pretty much the all in one toolbox for D and OpenGL and
 with Aurora getting more support, the issues I was having continuing just
 kinda was the last straw.
 And anyways I'm better at web development then game dev. Never really
 understood the 3d pipeline.

Those aurora repos appear to be empty :/
Is aurora intended to be a GUI toolkit?

I still think there's huge need for a realtime gfx environment GUI toolkit.
But if I were you, I wouldn't be marrying it to any particular gfx
API. Just make sure to structure the API to allow backends (like
OpenGL) to be plugged in.


 [0] https://github.com/rikkimax/DOOGLE
 [1] https://github.com/auroragraphics
 [2]
 https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/edit?usp=sharing


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Rikki Cattermole via Digitalmars-d-announce

On 16/05/2014 1:38 a.m., Manu via Digitalmars-d-announce wrote:

On 15 May 2014 23:24, Rikki Cattermole via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:


On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:


On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:



I tried to gather support for a community game project (FeedBack).
Lots of interest, but nobody actually joined the party when I kicked
it off.



Yeah I was one of those people who wanted to work on it. Unfortunately
that
was while I was working on DOOGLE and pre aurora commencing. That to me
really killed my enthusiasm.

Personally I'm waiting for aurora before starting up on the GUI front.



What's doogle and aurora? And why did that kill enthusiasm?


DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
I would have replied earlier but it appears that there has been enough
changes with dub and dmd that it just won't. But I managed to grab an old
build and here is its output [2].
Not really that nice but hey, was my go at it.

I was building it as pretty much the all in one toolbox for D and OpenGL and
with Aurora getting more support, the issues I was having continuing just
kinda was the last straw.
And anyways I'm better at web development then game dev. Never really
understood the 3d pipeline.


Those aurora repos appear to be empty :/
Is aurora intended to be a GUI toolkit?

Only DirectX has code so far from what I've heard and seen.


I still think there's huge need for a realtime gfx environment GUI toolkit.
I'm completely on board with that, but I really don't have the skills 
for it. But hey we also need a web service framework aimed at enterprise 
in D and that's my target work now days.



But if I were you, I wouldn't be marrying it to any particular gfx
API. Just make sure to structure the API to allow backends (like
OpenGL) to be plugged in.
It was designed to be completely independent of any 3d api. In theory 
you could have a different implementation of controls to a window.

But I never bothered going there considering.
In fact I had plans to make it like GWT does as another backend and 
hooking it up to Vibe.



[0] https://github.com/rikkimax/DOOGLE
[1] https://github.com/auroragraphics
[2]
https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/edit?usp=sharing




Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Adil Baig via Digitalmars-d-announce
On Thu, May 15, 2014 at 7:22 PM, Rikki Cattermole via
Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote:

 On 16/05/2014 1:38 a.m., Manu via Digitalmars-d-announce wrote:

 On 15 May 2014 23:24, Rikki Cattermole via Digitalmars-d-announce
 digitalmars-d-announce@puremagic.com wrote:

 On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:


 On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
 digitalmars-d-announce@puremagic.com wrote:


 On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:



 I tried to gather support for a community game project (FeedBack).
 Lots of interest, but nobody actually joined the party when I kicked
 it off.


 Yeah I was one of those people who wanted to work on it. Unfortunately
 that
 was while I was working on DOOGLE and pre aurora commencing. That to me
 really killed my enthusiasm.

 Personally I'm waiting for aurora before starting up on the GUI front.



 What's doogle and aurora? And why did that kill enthusiasm?


 DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
 I would have replied earlier but it appears that there has been enough
 changes with dub and dmd that it just won't. But I managed to grab an old
 build and here is its output [2].
 Not really that nice but hey, was my go at it.

 I was building it as pretty much the all in one toolbox for D and OpenGL
 and
 with Aurora getting more support, the issues I was having continuing just
 kinda was the last straw.
 And anyways I'm better at web development then game dev. Never really
 understood the 3d pipeline.


 Those aurora repos appear to be empty :/
 Is aurora intended to be a GUI toolkit?

 Only DirectX has code so far from what I've heard and seen.

  I still think there's huge need for a realtime gfx environment GUI
 toolkit.

 I'm completely on board with that, but I really don't have the skills for
 it. But hey we also need a web service framework aimed at enterprise in D
 and that's my target work now days.


Interesting. What are you working on? Is it on github?


  But if I were you, I wouldn't be marrying it to any particular gfx
 API. Just make sure to structure the API to allow backends (like
 OpenGL) to be plugged in.

 It was designed to be completely independent of any 3d api. In theory you
 could have a different implementation of controls to a window.
 But I never bothered going there considering.
 In fact I had plans to make it like GWT does as another backend and
 hooking it up to Vibe.

  [0] https://github.com/rikkimax/DOOGLE
 [1] https://github.com/auroragraphics
 [2]
 https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/
 edit?usp=sharing





10 Years of Derelict

2014-05-15 Thread Mike Parker via Digitalmars-d-announce
I managed to let this little anniversary slip by me. My first post in 
the old Derelict forum at DSource[1] is dated May 6, 2004, my initial 
commit to svn[2] was May 7, and my announcement in the newsgroup[3] was 
on May 8. My attention to the project has waxed and waned, but I'm still 
puttering along. I expect to continue for the forseeable future.


There have been a number of contributors over the years who have helped 
out in porting to Linux and Mac, fixing bugs, and keeping the bindings 
up to date. It's been very much a community project, which has made it 
more enjoyable to work on. It helps that it isn't difficult to maintain :)


Maybe before the next decade goes by I'll actually finish a game in D, 
which is the reason I started Derelict in the first place.


For those who don't know, the current iteration of Derelict can be found 
at the DerelictOrg group at github[4]. I've still got work to do on it 
(ahem, documentation), but it's coming along.


[1] http://www.dsource.org/forums/viewtopic.php?t=105
[2] http://www.dsource.org/projects/derelict/changeset/5/
[3] http://forum.dlang.org/thread/c7hl51$2k4u$1...@digitaldaemon.com
[4] https://github.com/DerelictOrg


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Rikki Cattermole via Digitalmars-d-announce

On Thursday, 15 May 2014 at 14:55:46 UTC, Adil Baig via
Digitalmars-d-announce wrote:

On Thu, May 15, 2014 at 7:22 PM, Rikki Cattermole via
Digitalmars-d-announce digitalmars-d-announce@puremagic.com 
wrote:



On 16/05/2014 1:38 a.m., Manu via Digitalmars-d-announce wrote:

On 15 May 2014 23:24, Rikki Cattermole via 
Digitalmars-d-announce

digitalmars-d-announce@puremagic.com wrote:

On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce 
wrote:




On 15 May 2014 16:30, Rikki Cattermole via 
Digitalmars-d-announce

digitalmars-d-announce@puremagic.com wrote:



On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce 
wrote:





I tried to gather support for a community game project 
(FeedBack).
Lots of interest, but nobody actually joined the party 
when I kicked

it off.


Yeah I was one of those people who wanted to work on it. 
Unfortunately

that
was while I was working on DOOGLE and pre aurora 
commencing. That to me

really killed my enthusiasm.

Personally I'm waiting for aurora before starting up on 
the GUI front.





What's doogle and aurora? And why did that kill enthusiasm?



DOOGLE[0] was my attempt at a gui toolkit. And aurora is 
this[1].
I would have replied earlier but it appears that there has 
been enough
changes with dub and dmd that it just won't. But I managed 
to grab an old

build and here is its output [2].
Not really that nice but hey, was my go at it.

I was building it as pretty much the all in one toolbox for 
D and OpenGL

and
with Aurora getting more support, the issues I was having 
continuing just

kinda was the last straw.
And anyways I'm better at web development then game dev. 
Never really

understood the 3d pipeline.



Those aurora repos appear to be empty :/
Is aurora intended to be a GUI toolkit?


Only DirectX has code so far from what I've heard and seen.

 I still think there's huge need for a realtime gfx 
environment GUI

toolkit.

I'm completely on board with that, but I really don't have the 
skills for
it. But hey we also need a web service framework aimed at 
enterprise in D

and that's my target work now days.



Interesting. What are you working on? Is it on github?

It is indeed and on dub repository.

https://github.com/rikkimax/Cmsed
https://github.com/rikkimax/Dvorm


Re: 10 Years of Derelict

2014-05-15 Thread Sönke Ludwig via Digitalmars-d-announce

Am 15.05.2014 17:02, schrieb Mike Parker:

I managed to let this little anniversary slip by me. My first post in
the old Derelict forum at DSource[1] is dated May 6, 2004, my initial
commit to svn[2] was May 7, and my announcement in the newsgroup[3] was
on May 8. My attention to the project has waxed and waned, but I'm still
puttering along. I expect to continue for the forseeable future.

There have been a number of contributors over the years who have helped
out in porting to Linux and Mac, fixing bugs, and keeping the bindings
up to date. It's been very much a community project, which has made it
more enjoyable to work on. It helps that it isn't difficult to maintain :)

Maybe before the next decade goes by I'll actually finish a game in D,
which is the reason I started Derelict in the first place.

For those who don't know, the current iteration of Derelict can be found
at the DerelictOrg group at github[4]. I've still got work to do on it
(ahem, documentation), but it's coming along.

[1] http://www.dsource.org/forums/viewtopic.php?t=105
[2] http://www.dsource.org/projects/derelict/changeset/5/
[3] http://forum.dlang.org/thread/c7hl51$2k4u$1...@digitaldaemon.com
[4] https://github.com/DerelictOrg


Congratulations! I've been using it now since about seven years and it 
has been a great help to get started.


Re: Livestreaming DConf?

2014-05-15 Thread Jesse Phillips via Digitalmars-d-announce

On Saturday, 10 May 2014 at 17:06:47 UTC, Joakim wrote:

I demand a telehuman stream:

http://youtube.com/watch?v=06tV60K-npw

Facebook has one of those, right? ;)


Haha, I'm disappointed they didn't go all the way back to 
landline.


Re: Livestreaming DConf?

2014-05-15 Thread Nick Sabalausky via Digitalmars-d-announce

On 5/15/2014 1:33 PM, Jesse Phillips wrote:

On Saturday, 10 May 2014 at 17:06:47 UTC, Joakim wrote:

I demand a telehuman stream:

http://youtube.com/watch?v=06tV60K-npw

Facebook has one of those, right? ;)


Haha, I'm disappointed they didn't go all the way back to landline.


Would've ruined the joke. Landline would have just worked :)


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/15/14, Manu via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 You never mentioned that you were deterred by performance, I can go
 and make it run at a thousand fps if you like :)

Bah I feel terrible for even saying what I said. I tested it on a
9600GT (yeah it's old, but UT3 worked fine on it, so.. :) ).

But I own a Radeon R7 250 now and it's running at a solid 60FPS, no
framedrops at all. And it's actually displaying some graphics that
weren't there before. I think I may just have had some buggy drivers
on my old GPU. It's running beautifully, playing the Bohemian
Rhapsody.

So, apologies for that rant. Maybe I'll add some silly graphics in a
pull request and you won't say nobody contributed! Stay tuned. :)


Re: Livestreaming DConf?

2014-05-15 Thread Alix Pexton via Digitalmars-d-announce

On 09/05/2014 8:48 PM, Andrei Alexandrescu wrote:

Hi folks,


We at Facebook are very excited about the upcoming DConf 2014. In fact,
so excited we're considering livestreaming the event for the benefit of
the many of us who can't make it to Menlo Park, CA. Livestreaming
entails additional costs so we're trying to assess the size of the
online audience. Please follow up here and on twitter:
https://twitter.com/D_Programming/status/464854296001933312


Thanks,

Andrei


I'd watch a livestream, if the time difference doesn't get in the way 
that is 


A...


Re: Livestreaming DConf?

2014-05-15 Thread Andrej Mitrovic via Digitalmars-d-announce
On 5/12/14, simendsjo via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On 05/11/2014 11:15 PM, John Carter via Digitalmars-d-announce wrote:
 The timezones being so different, I'm not sure livestreaming will help
 me... But I do plan to watch any videos of it as soon as they are up.

 It's the same problem for all Europeans (and many other), including me.
 I'm also looking forward to the videos, but I think livestreaming is a
 good thing for those who are able to follow them.

I don't think I follow. The conference starts at 9 AM and ends at 4:30
PM in San Francisco time. Converted to GMT this is 4 PM to 11:30 PM.
That should be super-convenient for most Europeans.


Regal: An SQL relational algebra builder

2014-05-15 Thread Dylan Knutson via Digitalmars-d-announce

Hi all,

I'd like to announce the initial version of Regal, an SQL 
relational algebra builder for D. It's intended as a backbone for 
a relational database ORM, in line with how Arel works with 
Rails' ActiveRecord, but nearly any project that generates SQL 
dynamically can benefit from it. The goal of the library is to 
make programmatically generating queries simple (and more robust 
than simple string concatenation), and to be database agnostic 
(it's very easy to write database specific printers for a Regal 
AST).


There are extensive examples available in the Readme about how to 
use the library, from generating very simple queries (SELECT * 
FROM users) to multiple chained joins and nested constraints. 
Here's an example from the documentation: finding a user with ID 
1:


```
auto users = new Table(
  users, // table name
  id,// the rest are columns
  name,
  created_at,
  updated_at);

// SELECT * FROM users WHERE users.id = 1 LIMIT 1
users
  .where(users.id.eq(1))
  .limit(1)
  .project(new Sql(*))
  .to_sql
```

The library can be found at: https://github.com/dymk/regal
And the dub package: http://code.dlang.org/packages/regal

Please let me know if you find any bugs via the Github tracker!

Regards,
Dylan


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread Manu via Digitalmars-d-announce
On 16 May 2014 04:39, Andrej Mitrovic via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
 On 5/15/14, Manu via Digitalmars-d-announce
 digitalmars-d-announce@puremagic.com wrote:
 You never mentioned that you were deterred by performance, I can go
 and make it run at a thousand fps if you like :)

 Bah I feel terrible for even saying what I said. I tested it on a
 9600GT (yeah it's old, but UT3 worked fine on it, so.. :) ).

 But I own a Radeon R7 250 now and it's running at a solid 60FPS, no
 framedrops at all. And it's actually displaying some graphics that
 weren't there before. I think I may just have had some buggy drivers
 on my old GPU. It's running beautifully, playing the Bohemian
 Rhapsody.

 So, apologies for that rant. Maybe I'll add some silly graphics in a
 pull request and you won't say nobody contributed! Stay tuned. :)

Okay... well, I'm sure it does perform terrible anyway, I've done
literally no work on rendering. It's just hacky 2 minute throw-away
rendering code to display something on the screen.

Out of curiosity, are you running Linux or Windows? I barely test the
linux build (I just got it to work), so I can't really comment on it's
performance. If a linux user would like to hit it with a profiler and
see if I've done anything stupid in the linux code, that'd be useful.
The linux build also needs better input and midi code to be properly
playable.