Re: Hipreme Engine is fully ported to PS Vita

2023-03-03 Thread Mike Parker via Digitalmars-d-announce

On Saturday, 4 March 2023 at 03:43:16 UTC, Hipreme wrote:


So, here's a pic of my game running on PS Vita and promise some 
day I'll work into doing a video instead (I need to make it a 
little more polished over all the platforms I support)






That's fantastic! Though a video would be cool to see, I'll 
repeat a request I've made to you before: please submit a talk 
for DConf about the stuff you're doing. It's the sort of thing 
people love to hear about, and we'd love to have the recording of 
it on our YouTube channel.


Hipreme Engine is fully ported to PS Vita

2023-03-03 Thread Hipreme via Digitalmars-d-announce
After doing the WebAssembly port, I thought: This D Runtime must 
be very flexible, so, I thought to myself that maybe this could 
be a time to try again a very old hobby I had: Doing homebrew 
games for PS Vita.



So, hands to work, I started dealing with PS Vita again, but now, 
instead of using LWDR, I used the custom runtime I helped on in 
Adam's repository. After bunch of testing D features inside this 
platform, (many memory related bugs specially as how in that 
platform it works a little different), I kept trying to make it 
work and thankfully to a plenty of helpful people from PS Vita 
homebrew (including a forum user's colleague), I was able to 
bring my game engine to breath into PS Vita:


Currently, using OpenGL ES 2.0 and OpenAL for its front features 
and on its backs, Gamut, Arsd:ttf and Audioformats. Incredible D 
libraries. This game engine is being made with almost 100% D code 
and I wish to keep doing like that, it is a lot easier to 
maintain.


Special acknowledgements to Guillaume which was really helpful 
into helping me avoid some of my problems into his libraries 
(specifically try/catch).



After the PS Vita port, I can say again: The D runtime is not 
hard to port, it is an exhaustive process and currently, I'm 
pretty sure I must be version locked (which I'm going to look 
that after finishing the next incoming port). The D runtime could 
get hooks for memory allocation, a version of `throw` which 
actually only causes `assert(false)` (which is what I'm using 
right now). Even better, Adam wrote a great post about the main 
problem we find when needing to get a custom runtime: Sometimes 
partial support is all we need to get things done: 
http://dpldocs.info/this-week-in-d/Blog.Posted_2023_02_20.html


So, here's a pic of my game running on PS Vita and promise some 
day I'll work into doing a video instead (I need to make it a 
little more polished over all the platforms I support)



![Hipreme Engine test game running on PS 
Vita](https://user-images.githubusercontent.com/10136262/222873718-3a09a51e-4dec-4e0e-a538-870d9ceb0232.jpg)



#dlang #hipremeengine


Re: Writing a bare-metal RISC-V application in D

2023-03-03 Thread Imperatorn via Digitalmars-d-announce

On Thursday, 23 February 2023 at 00:57:43 UTC, Mike Parker wrote:

I stumbled on this on /r/programming this morning:

https://zyedidia.github.io/blog/posts/1-d-baremetal/

There's a follow up post focused on VisionFive 2 here:

https://zyedidia.github.io/blog/posts/2-baremetal-visionfive/

And the author is developing an OS in D called Multiplix:

https://github.com/zyedidia/multiplix

Cool stuff!


Thanks for the info. I will check it out