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