On Thursday, 12 June 2014 at 22:25:23 UTC, Kapps wrote:
On Thursday, 12 June 2014 at 18:25:36 UTC, Andrei Alexandrescu
wrote:
On 6/12/14, 6:34 AM, Dicebot wrote:
On Wednesday, 11 June 2014 at 02:01:24 UTC, Brian Schott
wrote:
Please do not tag anything until we decide if virtual is a
keyword
On Saturday, 22 November 2014 at 06:49:04 UTC, uri wrote:
On Saturday, 22 February 2014 at 10:00:46 UTC, Namespace wrote:
On a side note, the author in the code is Stewart but it is
still me :). It is my middle name, which the auto-header vim
script grabs from the login.
Yes that I have also
On Sunday, 23 November 2014 at 01:06:27 UTC, uri wrote:
On Saturday, 22 November 2014 at 15:38:35 UTC, Namespace wrote:
On Saturday, 22 November 2014 at 06:49:04 UTC, uri wrote:
On Saturday, 22 February 2014 at 10:00:46 UTC, Namespace
wrote:
On a side note, the author in the code is Stewart
On Tuesday, 16 December 2014 at 08:28:43 UTC, Joel wrote:
[snip]
Sorry to hear you've left D behind! Hopefully it's only
temporarily because I'm finding Dgame is great fun to use.
Cheers,
uri
I'm glad to hear that. :) Maybe I will come back but currently
I'm absolute happy with C++ (11,
On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote:
I will merge the 0.5.0 branch this evening and tag a release
candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
New Beta:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2
and two new Tutorials:
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
I've been getting these errors:
I found two places that have 'package(Dgame):' -
source\Dgame\Graphic\Color.d(30) and
source\Dgame\Math\Rect.d(44), and if I remove them (comment
them out), then only one error remains:
Yeah, I've used a
Since it can be somewhat annoying to create the necessary shared
libraries, it would be very helpful if those who have already
created these files (specifically * .so and * .dylib) could send
those files to me (rswhi...@gmail.com). New user could reuse
these files. Of course you should also
Currently you should use the Master branch until I fixed the
package thing.
I hate to post from my mobile phone. I've always have this
no-name account there.
I hope I've fixed the errors. It was my fault, because I was too
excited about the new release, I forgot completely to test with
the
On Monday, 16 March 2015 at 07:49:52 UTC, Namespace wrote:
Currently you should use the Master branch until I fixed the
package thing.
I hate to post from my mobile phone. I've always have this
no-name account there.
I hope I've fixed the errors. It was my fault, because I was
too excited
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
http://dgame-dev.de/?page=tutorial
I've worked the whole day to get them updated. Hopefully I don't
missed something.
I will merge the 0.5.0
I will merge the 0.5.0 branch this evening and tag a release
candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote:
On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I removed the TileMap tutorial I may want to write an
replacement how you could easily built one with Sprites. Any
further
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I
A TileMap with Sprites is pretty simple:
class Tile : Sprite {
// ... more features
}
Each Tile is stored on fixed points on the screen and represent
the Tile-Image.
Forget to mention: This construct is not as fast as the old
implementation which use a VertexBuffer, but it is
On Friday, 13 March 2015 at 10:34:50 UTC, amber wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I removed
On Sunday, 1 March 2015 at 10:00:35 UTC, Namespace wrote:
On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote:
On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote:
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace
wrote:
Next step is Font, Text and Spritesheet. Then I'll
Next step is Font, Text and Spritesheet. Then I'll inspect
Clock, Power and MessageBox and in the end I'll inspect Audio.
I think the most breaking changes will happen here, because
I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to
On Saturday, 28 February 2015 at 12:22:46 UTC, Gan wrote:
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect
Clock, Power and MessageBox and in the end I'll inspect
Audio. I think the most breaking changes will happen
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect
Clock, Power and MessageBox and in the end I'll inspect Audio.
I think the most breaking changes will happen here, because
I'll use this time SDL_Audio instead of OpenAL.
Hey, I'm using tilemap :P
I guess a separate project for tilemaps built on Dgame would be
cool. I might look into this during the semester break.
It's very easy to build a TileMap if you use Sprites. So I don't
see (currently) any use case of the TileMap module.
One thing that would be
This module should work as a standalone with a few tiny import
changes:
https://github.com/Dav1dde/glamour/blob/master/glamour/util.d
The interesting bit is checkgl, used for example like this:
checkgl!glDrawArrays(GL_POINTS, 0, 10);
then you get a nice debug message if glDrawArrays reports
Looks good. Except for the text. It gets longer over time. I
added an issue.
That should be fixed with the last commit.
On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
Oh also the green circle anti alias isn't happening. Just a
plain un-anti-alis circle.
Should be fixed now. Note that you now must specify the
anti-aliasing, when you create the window. And you can now
specify by yourself which opengl
Do I just set the dependency version to 0.5.0?
Yes that should work.
On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote:
On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote:
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect
Clock, Power and MessageBox and in the end I'll
On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote:
On 2/22/2015 2:43 PM, Gan wrote:
dub.json:
{
name: game,
description: game,
dependencies:
{
dgame: ~master
}
}
First, you need to change your dependency to something like
this:
dependencies:
On Monday, 23 February 2015 at 10:10:17 UTC, Mike Parker wrote:
On 2/23/2015 4:01 PM, Namespace wrote:
On OSX you can load either legacy version of OpenGL so
1.x/2.x or
3.x+. Not both. I found this out for Devisualization.Window.
Most
likely dgame by default is loading it in legacy mode.
load will pull in 1.1 functions only, nothing more. reload
will load in whatever is supported by the current context. So
if your context only supports 2.1, only functions up to 2.1
will be loaded. One of the earlier posts showed what needs to
be done on Mac to get a 3.x context. In SDL, that
Is there anything more I can test to try to get it working on
Mac?
No, sorry, currently I have no clue what's wrong. :/
Also anyone else have a Mac to test on? I wanna make sure it's
not just me getting the blank white screen.
Now it builds though crashes on run with this error:
init openAL
derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35):
Failed to load one or more shared libraries:
libogg.dylib - dlopen(libogg.dylib, 2): image not
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote:
On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote:
On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin
wrote:
On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote:
On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
I think you need to install the ogg libraries. Derelict,
which Dgame uses, only provides bindings to the C/C++
On OSX you can load either legacy version of OpenGL so
1.x/2.x or 3.x+. Not both. I found this out for
Devisualization.Window. Most likely dgame by default is
loading it in legacy mode.
Text tutorial doesn't work either on Mac. Just a blank white
screen.
I will look into it this evening.
On OSX you can load either legacy version of OpenGL so
1.x/2.x or 3.x+. Not both. I found this out for
Devisualization.Window. Most likely dgame by default is loading
it in legacy mode.
Derelict GL is loading in legacy mode. You have to call 'reload'
after creating a valid GL Context to
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
On 2/24/2015 8:18 AM, Gan wrote:
Doesn't work. Still gives the same OpenGL too low error. I
think you
need to place the lines
On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote:
On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker
wrote:
On 2/24/2015 8:18 AM, Gan wrote:
Doesn't
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
On 2/24/2015 8:18 AM, Gan wrote:
Doesn't work. Still gives the same OpenGL too low error. I
think you
need to place the lines
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
I had to force dub to upgrade in order for it to pull the
latest code from the master branch.
But on the plus side it runs.
On the downside it still only displays a blank white screen for
Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also that you
Try commenting out this line:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)
According to the opengl.org wiki this flag should not be used
except in GL 3.0 and was made redundant in GL 3.1. The code
snippet above is trying to set MAJOR.MINOR as GL 3.3.
I
Doesn't work. Still gives the same OpenGL too low error. I
think you need to place the lines
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0
It's far from finished but it works. So if anyone has requests,
wishes or suggestions: now is the time. :)
Today I registered Dgame on DUB. Since I do not currently have
much time (I'm currently in my exams period) I hope I did
everything right. Let me know if not and what could be improved.
Since I left D a while ago, Dgame was also not maintained, but
thanks to your demand I will maintain Dgame
Figured it out. DGame wants OpenGL 3.0+ context. However it
uses some functions in OpenGL 2.1 that have been depreciated.
The mac OpenGL doesn't allow depreciated functions.
DGame's OpenGL code is too outdated to run on a 3.0+ GL context
on mac.
Required fix: Either lower the context to 2.1
On Thursday, 26 February 2015 at 08:35:12 UTC, Gan wrote:
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote:
Figured it out. DGame wants OpenGL 3.0+ context. However it
uses some functions in OpenGL 2.1 that have been depreciated.
The mac OpenGL doesn't allow depreciated
On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote:
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0
It's far from finished but it works. So if anyone has
requests,
On Thursday, 2 April 2015 at 07:56:19 UTC, Mike Parker wrote:
On 4/2/2015 11:36 AM, Craig Dillabaugh wrote:
derelict.util.exception.SymbolLoadException@../../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35):
Failed to load symbol SDL_HasAVX from shared library
Just a follow up comment. Apparently the instructions for
installing all libraries at once in the tutorial don't work for
OpenSuse. So I couldn't just install the SDL library but had
to install the other libraries individually:
So just in case there are any other OpenSuse users out there
I'll fix this as follows:
Dgame will load DerelictSDL2 as usual and then it will check if
the supported version is below 2.0.2. If so, DerelictSDL2 will be
reloaded with SharedLibVersion(MAX_SUPPORTED_VERSION)).
That should that work, right?
On Friday, 3 April 2015 at 04:55:42 UTC, Mike Parker wrote:
On Thursday, 2 April 2015 at 09:38:05 UTC, Namespace wrote:
Dgame is based on SDL 2.0.3 (as described in the installation
tutorial), but tries to wrap any function call which is
introduced after SDL 2.0.0:
static if
On Wednesday, 22 April 2015 at 07:53:57 UTC, Martin Nowak wrote:
On Wednesday, 22 April 2015 at 07:18:36 UTC, ponce wrote:
OT: How to know the list of D compilers available on Travis CI?
Any release/pre-release is available, and it's now also
possible to use the latest dmd, gdc, and ldc
On Saturday, 2 May 2015 at 19:17:51 UTC, rcorre wrote:
hmm ... apparently copy-pasting out of a vim buffer was not a
good idea. Sorry about the weird line breaks.
Nice that you named Dgame on your repo. ;) As soon as it supports
XML and CSV I would definitely use it.
For my April/Mai game
On Friday, 1 May 2015 at 08:18:10 UTC, Ilya Yaroshenko wrote:
http://d.readthedocs.org
I hope this examples will be useful for students.
Ilya
Hellow Wolrd!
Is this intended?
On Sunday, 3 May 2015 at 06:57:34 UTC, tired_eyes wrote:
Nice that you named Dgame on your repo. ;) As soon as it
supports XML and CSV I would definitely use it.
Everyone who starts a game in D calls it Dgame!
That may be true, but I was referring to my framework.
On Sunday, 3 May 2015 at 01:18:01 UTC, rcorre wrote:
On Saturday, 2 May 2015 at 19:24:12 UTC, Namespace wrote:
Nice that you named Dgame on your repo. ;) As soon as it
supports XML and CSV I would definitely use it.
For my April/Mai game Angry Snowball
On Monday, 11 May 2015 at 12:53:26 UTC, John Colvin wrote:
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:
Inspired by ponce idioms list for D I've set up something
similar.
There are some themes in D which come up regulary and are
discussed to the vomit. If something is agreed, it
Inspired by ponce idioms list for D I've set up something similar.
There are some themes in D which come up regulary and are
discussed to the vomit. If something is agreed, it gets forgotten
sometimes and the theme disappears into oblivion (for a few
months :P). To prevent this, I've collected
On Monday, 11 May 2015 at 12:22:34 UTC, Dennis Ritchie wrote:
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:
Inspired by ponce idioms list for D I've set up something
similar.
There are some themes in D which come up regulary and are
discussed to the vomit. If something is agreed, it
On Monday, 11 May 2015 at 13:21:01 UTC, Timon Gehr wrote:
On 05/11/2015 01:59 PM, Namespace wrote:
Inspired by ponce idioms list for D I've set up something
similar.
There are some themes in D which come up regulary and are
discussed to
the vomit. If something is agreed, it gets forgotten
On Monday, 11 May 2015 at 13:21:01 UTC, Timon Gehr wrote:
On 05/11/2015 01:59 PM, Namespace wrote:
Inspired by ponce idioms list for D I've set up something
similar.
There are some themes in D which come up regulary and are
discussed to
the vomit. If something is agreed, it gets forgotten
On Monday, 11 May 2015 at 13:51:59 UTC, Vladimir Panteleev wrote:
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:
http://dgame.github.io/dneeds/
There seems to be some overlap with some existing wiki pages:
http://wiki.dlang.org/Language_design_discussions
On Tuesday, 12 May 2015 at 06:39:10 UTC, ponce wrote:
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:
Inspired by ponce idioms list for D I've set up something
similar.
There are some themes in D which come up regulary and are
discussed to the vomit. If something is agreed, it gets
I've read DIP69 and there were a few lines about scope ref. But
I'm not sure whether I understand everything correct (because
there is no concrete application example for my case): will DIP69
create the possibility to pass rvalues and lvalues alike to a
function without the abuse of templates?
On Tuesday, 12 May 2015 at 09:31:13 UTC, Marc Schütz wrote:
On Monday, 11 May 2015 at 17:49:32 UTC, Namespace wrote:
I've read DIP69 and there were a few lines about scope ref.
But I'm not sure whether I understand everything correct
(because there is no concrete application example for my
Knee-jerk response: if no return attribute on a function it
should be safe to bind rvalues to ref parameters. Of course
that's impractical as a default so explicit auto ref would be
needed. -- Andrei
Would it be to hasty if someone would start implementing auto ref
for non-templates right
Knee-jerk response: if no return attribute on a function it
should be safe to bind rvalues to ref parameters. Of course
that's impractical as a default so explicit auto ref would be
needed. -- Andrei
yay, I'm glad to hear that. :)
On Saturday, 4 April 2015 at 02:34:59 UTC, Craig Dillabaugh wrote:
One small note about the tutorials. In the tutorial on
Game Loop and Event handling:
http://rswhite.de/dgame5/?page=tutorialtut=handle_events
In the first example, I believe you are missing an import for
Dgame.Window.Event. It
Instead of opening a new post I announce here the release of the
RC #2. Besides some minor bug fixes and some API changes (mostly
to improve the Event handling) I've added also support for
Joysticks and GameControllers. That should be the last big
changes. If no more bugs appear (and the
On Sunday, 5 April 2015 at 16:39:34 UTC, Suliman wrote:
Is it's possible to use Dgame for iOS game developing?
AFAIK iOS LDC now support building iOS Apps.
https://github.com/smolt/ldc-iphone-dev
No. But because I also have no iOS device, I could not test well
in this respect. My next step
Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download
The Website (http://dgame-dev.de/) is fully updated and should
be useable on every device. Please let me know if you noticed
unexpected behavior (at
The master branch should now make an automatic downgrade.
Because of some changes, I will publish a further release
candidate:
The changes are:
-Touch support
-Touch events
-Keyboard.Code renamed to Keyboard.Key (with deprecation of the
old one)
-event.keyboard.code renamed to event.keyboard.key (with
depreciation of the old one)
- Abandonment of the
I'm glad to announce the Beta of Dgame 0.6.0:
https://github.com/Dgame/Dgame/releases
There are some major changes, like Masks for Surfaces, the
AntiAlias and OpenGl Versions enum in GLContextSettings (previous
GLSettings) and so on. But for the most frequent stuff it should
be backward
Thanks, that is really nice to hear. I've finished the last
tutorial, so have fun. :)
I'll release the first RC on monday.
It looks like a really clean interface.
Thank you.
However I was unable to get either of the WIP games to compile
through dub. The API has changed enough to make it difficult to
get 5.3 or higher up and running. It's just nice to have a nice
example.
Btw, Great work!
Yes, but as soon as
On Wednesday, 10 June 2015 at 17:07:40 UTC, Namespace wrote:
Thanks, that is really nice to hear. I've finished the last
tutorial, so have fun. :)
I'll release the first RC on monday.
Since no issues were reported, here is, as promised, the first
release candidate:
On Sunday, 28 June 2015 at 14:03:21 UTC, Dmitry wrote:
On Monday, 8 June 2015 at 19:18:03 UTC, Brian Schott wrote:
Dfmt 0.4.0-beta1 and 0.3.6
https://github.com/Hackerpilot/dfmt/releases/tag/v0.3.6
Integration with Sublime Text (I use Sublime Text 2 and Windows)
On Monday, 18 May 2015 at 21:51:49 UTC, Namespace wrote:
Knee-jerk response: if no return attribute on a function it
should be safe to bind rvalues to ref parameters. Of course
that's impractical as a default so explicit auto ref would
be needed. -- Andrei
Would it be to hasty if someone
On Thursday, 21 May 2015 at 19:47:56 UTC, Daniel Kozak wrote:
On Thu, 21 May 2015 19:38:17 +
Meta via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
On Thursday, 21 May 2015 at 17:47:02 UTC, Daniel Kozak wrote:
I will probably implement all variants (final!bool,
On Thursday, 21 May 2015 at 17:47:02 UTC, Daniel Kozak wrote:
On Thu, 21 May 2015 17:19:27 +
Namespace via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com
wrote:
On Thursday, 21 May 2015 at 15:10:14 UTC, Daniel Kozak wrote:
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace
On Thursday, 21 May 2015 at 15:10:14 UTC, Daniel Kozak wrote:
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:
Inspired by ponce idioms list for D I've set up something
similar.
There are some themes in D which come up regulary and are
discussed to the vomit. If something is agreed, it
On Thursday, 15 December 2016 at 15:31:40 UTC, Basile B. wrote:
On Sunday, 11 December 2016 at 20:27:36 UTC, Meta wrote:
On Sunday, 11 December 2016 at 11:33:40 UTC, Basile B. wrote:
DIP 1003 is faddish. It would really be better to have a
system that would allow any keyword to be used as
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