On 19/05/14 21:50, Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game engine[1] is
finally stable and ready for public use! I’m currently the Lead Engine
Programmer at Circular Studios[2] (the group behind Dash). We had 14
people working on the team, 6
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game
engine[1] is finally stable and ready for public use! I’m
currently the Lead Engine Programmer at Circular Studios[2]
(the group behind Dash). We had 14 people
Wow, good stuff, very impressive, I'm making a engine myself
called Breaker Engine (Coded in D), and I might just have to take
a few tips from your engine.
Although I've neglected it for about 2 months now lol, I've been
gathering data as my math is not so good..
If anything I make in my eng
On 20/05/2014 2:21 p.m., Colden Cullen wrote:
On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:
Awesome to see!
Will be looking forward to what ever you guys get up to.
Only thing I can suggest, is get UML diagrams ext. Up on docs.
Says the author of Duml :)
It's definitely so
On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:
Awesome to see!
Will be looking forward to what ever you guys get up to.
Only thing I can suggest, is get UML diagrams ext. Up on docs.
Says the author of Duml :)
It's definitely something I want to do, I just haven't gotten the
On 20/05/2014 7:50 a.m., Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game engine[1] is
finally stable and ready for public use! I’m currently the Lead Engine
Programmer at Circular Studios[2] (the group behind Dash). We had 14
people working on the te
this is quick-and-dirty port of TweetNaCl to D. it's not a proper
'D rewrite' of TweetNaCl, it still shows it's C roots, but it
works. and it has test suite and ddoc which original TweetNaCl
lacks.
WARNING! API is subject to change. but you can take the current
version and use it as-is if the
On Sunday, 18 May 2014 at 13:18:51 UTC, David Nadlinger wrote:
On Sunday, 18 May 2014 at 11:58:20 UTC, bioinfornatics wrote:
Woa uOuh shared lib support added :-)
I love you
Unfortunately building Phobos as a shared library is not quite
supported yet. I added the technical underpinnings for i
On 05/19/2014 03:50 PM, Colden Cullen wrote:
> Hi everyone,
>
> I’m super excited to be able to announce that the Dash game engine[1] is
> finally stable and ready for public use! I’m currently the Lead Engine
> Programmer at Circular Studios[2] (the group behind Dash). We had 14 people
> worki
On 5/19/2014 1:54 PM, Brian Schott wrote:
On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer wrote:
Would it be possible to have a separate space on the nametags for
"handles"?
-Steve
Hello, my name is INIGO MONTOYA YOU KILLED MY FATHER, PREPARE TO DIE
All of that on a name tag? I
On 5/19/2014 1:48 PM, Leandro Lucarella wrote:
I think you should produce a video at the conferee with all the
attendants wearing a Walter Bright mask and simulating a Q&A section all
saying "walter bright" all the time.
THAT MUST HAPPEN
We keep you alive to serve this ship
http://www.yout
On 5/19/14, Andrej Mitrovic wrote:
> Excellent. Expect the port to be done within a day or two. I just have
> some runtime bugs to squash.
In the meantime here's a teaser:
http://i.imgur.com/HQSNhO2.png
The test-suite uses IMGUI which I've recently ported to D as well, so
you can use it right aw
On Monday, 19 May 2014 at 21:28:45 UTC, ponce wrote:
This might be of interest then:
https://github.com/MeinMein/BulletD
That's pretty cool! It doesn't appear (from the wording, at
least) to be incredibly stable, but it certainly seems like a
good start. I'll do some more research into it.
On 5/19/14, Kiith-Sa via Digitalmars-d-announce
wrote:
> Box2D would be awesome. I'm about to start a project that would
> greatly benefit from good 2D physics (I used simple AABB till now
> simply because physics is too much of a PITA)
Excellent. Expect the port to be done within a day or two. I
On Monday, 19 May 2014 at 21:00:37 UTC, Colden Cullen wrote:
As far as bullet goes, that would be amazing, but definitely no
small undertaking. We talked about it internally, but decided
it wasn't worth the time for just trying to get Dash off the
ground. You should know, though, that if you
On Monday, 19 May 2014 at 21:19:12 UTC, Kiith-Sa wrote:
Is performance not a problem so far?
I did avoid unnecessary allocations but it still does use the
GC quite a bit (I plan to eventually change that and add some
other optimizations but I'd like std.allocator to be in phobos
first and I di
On Monday, 19 May 2014 at 21:10:02 UTC, Colden Cullen wrote:
On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote:
Box2D would be awesome. I'm about to start a project that
would greatly benefit from good 2D physics (I used simple AABB
till now simply because physics is too much of a PITA)
On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote:
Box2D would be awesome. I'm about to start a project that would
greatly benefit from good 2D physics (I used simple AABB till
now simply because physics is too much of a PITA)
How do you port 20kloc in 2 days?
D:YAML took me months (altho
Steven Schveighoffer, el 19 de May a las 15:27 me escribiste:
> On Mon, 19 May 2014 15:16:20 -0400, Walter Bright
> wrote:
>
> >On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote:
> >>"Walter Bright"
> >>"a.k.a. Walter Bright"
> >
> >That just caused a stack overflow in my br
On Monday, 19 May 2014 at 21:01:57 UTC, w0rp wrote:
This is all awesome. I'll have to check this out.
I hate to be the guy who says "you missed a spot," but you did
name one module in your source tree "core." You might want to
rename that to avoid issues with core modules.
You're definitely
On Monday, 19 May 2014 at 20:44:59 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
On 5/19/14, Colden Cullen via Digitalmars-d-announce
wrote:
This is such a great effort to see!
I'm liking the enthusiasm!
Btw, I'm currently porting the Box2D physics engine to D. I've
already
ported
On Monday, 19 May 2014 at 21:05:01 UTC, Daniel Jost wrote:
On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:
For now all criticism I can give is that
http://dash.circularstudios.com/v1.0/docs is completely
useless with NoScript. At least put a warning for NoScript
users.
We'll be swit
On Monday, 19 May 2014 at 20:46:43 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
On 5/19/14, Andrej Mitrovic wrote:
Btw, I'm currently porting the Box2D physics engine to D.
For a second there I thought Dash was a 2D game engine, but
it's a 3D
one, which is awesome! 2D physics can s
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game
engine[1] is finally stable and ready for public use! I’m
currently the Lead Engine Programmer at Circular Studios[2]
(the group behind Dash). We had 14 people
On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:
For now all criticism I can give is that
http://dash.circularstudios.com/v1.0/docs is completely useless
with NoScript. At least put a warning for NoScript users.
We'll be switching off of readme.io to homebrew docs[1] hosted on
Github.
On 5/19/14, Ben Boeckel via Digitalmars-d-announce
wrote:
> Derelict has a module[1] for ODE[2].
I've heard about ODE but I'm not sure about the state it's in these
days. Bullet seems to be the place of active development. I've yet to
try it though so I can't really give a proper review.
On 5/19/2014 1:55 PM, Colden Cullen wrote:
Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've
gotten some good D-related questions.
[1]
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv
[2]
http://www.reddit.com/r
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game
engine[1] is finally stable and ready for public use! I’m
currently the Lead Engine Programmer at Circular Studios[2]
(the group behind Dash). We had 14 people
On Monday, 19 May 2014 at 20:52:04 UTC, Walter Bright wrote:
On 5/19/2014 12:50 PM, Colden Cullen wrote:
I’m super excited to be able to announce that the Dash game
engine[1] is finally
stable and ready for public use!
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_gam
On Monday, 19 May 2014 at 20:45:51 UTC, Justin Whear wrote:
Very exciting! Thank for the very liberal license; this is a
great
contribution to the community.
I know you guys are probably crunching on the million things
that stand
between alpha and release, but when you have time, a series of
On 5/19/2014 12:50 PM, Colden Cullen wrote:
I’m super excited to be able to announce that the Dash game engine[1] is finally
stable and ready for public use!
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/
I recommend posting your message text on
On Mon, May 19, 2014 at 22:46:33 +0200, Andrej Mitrovic via
Digitalmars-d-announce wrote:
> For a second there I thought Dash was a 2D game engine, but it's a 3D
> one, which is awesome! 2D physics can still be used with 3D graphics
> to some great effect. But ultimately I would really want us to
On Mon, 19 May 2014 19:50:35 +, Colden Cullen wrote:
> Hi everyone,
>
> I’m super excited to be able to announce that the Dash game engine[1] is
> finally stable and ready for public use! I’m currently the Lead Engine
> Programmer at Circular Studios[2] (the group behind Dash). We had 14
> pe
On 5/19/14, Andrej Mitrovic wrote:
> Btw, I'm currently porting the Box2D physics engine to D.
For a second there I thought Dash was a 2D game engine, but it's a 3D
one, which is awesome! 2D physics can still be used with 3D graphics
to some great effect. But ultimately I would really want us to
On 5/19/14, Colden Cullen via Digitalmars-d-announce
wrote:
> This is such a great effort to see!
I'm liking the enthusiasm!
Btw, I'm currently porting the Box2D physics engine to D. I've already
ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it
has continuous collision detect
This is such a great effort to see! I’m currently the lead engine
programmer at Circular Studios[1], working on the Dash Engine[2].
I just posted some more info about us in D.announce[3]. I think
that gfm is super cool, and I can totally see us starting to use
that for object oriented wrappers aro
Hi everyone,
I’m super excited to be able to announce that the Dash game
engine[1] is finally stable and ready for public use! I’m
currently the Lead Engine Programmer at Circular Studios[2] (the
group behind Dash). We had 14 people working on the team, 6
engine programmers and 8 game develop
On Mon, 19 May 2014 15:16:20 -0400, Walter Bright
wrote:
On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote:
"Walter Bright"
"a.k.a. Walter Bright"
That just caused a stack overflow in my brain. Had to reboot it.
http://www.criticalcommons.org/Members/ccManager/clips
On 5/19/2014 11:11 AM, Andrej Mitrovic via Digitalmars-d-announce wrote:
"Walter Bright"
"a.k.a. Walter Bright"
That just caused a stack overflow in my brain. Had to reboot it.
Congratulations!
On Thursday, 15 May 2014 at 15:02:33 UTC, Mike Parker wrote:
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 M
On 2014-05-19 16:45, Dylan Knutson wrote:
I've played around with making things structs a bit more, and have
modified regal to have Table and Sql be structs (by having Sql and the
generic Node class wrapped in a tagged union). Making Table a struct was
just a matter of putting some common method
On 5/19/14, Brian Schott via Digitalmars-d-announce
wrote:
> On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer
> wrote:
>> Would it be possible to have a separate space on the nametags
>> for "handles"?
>>
>> -Steve
>
> snip
It's going to be funny seeing:
"Walter Bright"
"a.k.a. Walte
On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer
wrote:
Would it be possible to have a separate space on the nametags
for "handles"?
-Steve
Hello, my name is INIGO MONTOYA YOU KILLED MY FATHER, PREPARE TO
DIE
On 5/19/14, 9:24 AM, Atila Neves wrote:
Any specific instructions for the speakers, are people meeting up in the
Aloft beforehand somewhere, or do I just turn up to Facebook, say
"DConf" and it'll be fine?
Please drive to Facebook's address (1 Hacker Way, Menlo Park, CA 94025).
Once you turn t
On Mon, 19 May 2014 12:24:59 -0400, Atila Neves
wrote:
Any specific instructions for the speakers, are people meeting up in the
Aloft beforehand somewhere, or do I just turn up to Facebook, say
"DConf" and it'll be fine?
You didn't get your all-access backstage pass yet? Mine came 2 week
On 5/19/14, Atila Neves via Digitalmars-d-announce
wrote:
> Any specific instructions for the speakers, are people meeting up
> in the Aloft beforehand somewhere, or do I just turn up to
> Facebook, say "DConf" and it'll be fine?
You need to say the secret keyword at the door. Or alternatively br
On Monday, 19 May 2014 at 16:25:01 UTC, Atila Neves wrote:
Any specific instructions for the speakers, are people meeting
up in the Aloft beforehand somewhere, or do I just turn up to
Facebook, say "DConf" and it'll be fine?
+1 especially since I'll probably be coming in somewhat late
(likel
Any specific instructions for the speakers, are people meeting up
in the Aloft beforehand somewhere, or do I just turn up to
Facebook, say "DConf" and it'll be fine?
Atila
On Friday, 16 May 2014 at 17:16:57 UTC, Andrei Alexandrescu wrote:
We're stoked about DConf 2014! 54 visitors will be joi
On Friday, 16 May 2014 at 13:42:30 UTC, Jacob Carlborg wrote:
On 16/05/14 09:58, Dylan Knutson wrote:
Ya know, it might be able to be made into a struct; I'll
fiddle with it
tomorrow. The main reason it was made a class was so .join had
to take a
Table type as its first parameter, and internal
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote:
https://github.com/evilrat666/directx-d
little update: i'm currently looking at some other not yet
converted stuff such as Direct2D, DirectWrite and DXVA(video
decoding). can't say anything for now, i don't promise i will
translate
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