Re: DMD 2.066 Alpha

2014-06-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame 0.3.2

2014-11-22 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame 0.3.2

2014-11-23 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame 0.3.2

2014-12-16 Thread Namespace via Digitalmars-d-announce
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,

Re: Dgame revived

2015-03-15 Thread Namespace via Digitalmars-d-announce
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:

Re: Dgame revived

2015-03-15 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-17 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-16 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-16 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-14 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-13 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-03 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
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.

Re: Dgame revived

2015-02-27 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-27 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-03 Thread Namespace via Digitalmars-d-announce
Looks good. Except for the text. It gets longer over time. I added an issue. That should be fixed with the last commit.

Re: Dgame revived

2015-03-04 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-03-04 Thread Namespace via Digitalmars-d-announce
Do I just set the dependency version to 0.5.0? Yes that should work.

Re: Dgame revived

2015-03-01 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-22 Thread Namespace via Digitalmars-d-announce
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:

Re: Dgame revived

2015-02-23 Thread Namespace via Digitalmars-d-announce
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.

Re: Dgame revived

2015-02-23 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-25 Thread Namespace via Digitalmars-d-announce
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.

Re: Dgame revived

2015-02-22 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-22 Thread Namespace via Digitalmars-d-announce
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:

Re: Dgame revived

2015-02-22 Thread Namespace via Digitalmars-d-announce
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++

Re: Dgame revived

2015-02-22 Thread Namespace via Digitalmars-d-announce
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.

Re: Dgame revived

2015-02-22 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
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);

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-24 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-23 Thread Namespace via Digitalmars-d-announce
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,

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
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. :)

Dgame revived

2015-02-21 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame revived

2015-02-26 Thread Namespace via Digitalmars-d-announce
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,

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
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?

Re: Dgame RC #1

2015-04-03 Thread Namespace via Digitalmars-d-announce
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

Re: Beta D 2.067.1-b1

2015-04-22 Thread Namespace via Digitalmars-d-announce
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

Re: DTiled: Tiled map loader

2015-05-02 Thread Namespace via Digitalmars-d-announce
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

Re: Quick Start with D: few examples and set of links.

2015-05-01 Thread Namespace via Digitalmars-d-announce
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?

Re: DTiled: Tiled map loader

2015-05-03 Thread Namespace via Digitalmars-d-announce
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.

Re: DTiled: Tiled map loader

2015-05-03 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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

D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-12 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-11 Thread Namespace via Digitalmars-d-announce
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?

Re: D needs...

2015-05-12 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-18 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-12 Thread Namespace via Digitalmars-d-announce
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. :)

Re: Dgame RC #1

2015-04-04 Thread Namespace via Digitalmars-d-announce
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

Dgame RC #2

2015-04-05 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame RC #2

2015-04-05 Thread Namespace via Digitalmars-d-announce
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

Dgame RC #1

2015-04-01 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame RC #1

2015-04-02 Thread Namespace via Digitalmars-d-announce
The master branch should now make an automatic downgrade.

Dgame RC #3

2015-04-09 Thread Namespace via Digitalmars-d-announce
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

Dgame 0.6 - Beta

2015-06-09 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame 0.6 - Beta

2015-06-10 Thread Namespace via Digitalmars-d-announce
Thanks, that is really nice to hear. I've finished the last tutorial, so have fun. :) I'll release the first RC on monday.

Re: Dgame 0.6 - Beta

2015-06-12 Thread Namespace via Digitalmars-d-announce
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

Re: Dgame 0.6 - Beta

2015-06-15 Thread Namespace via Digitalmars-d-announce
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:

Re: New D tool releases

2015-06-30 Thread Namespace via Digitalmars-d-announce
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)

Re: D needs...

2015-05-25 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-21 Thread Namespace via Digitalmars-d-announce
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,

Re: D needs...

2015-05-21 Thread Namespace via Digitalmars-d-announce
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

Re: D needs...

2015-05-21 Thread Namespace via Digitalmars-d-announce
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

Re: DIP 1003: remove `body` as a keyword

2016-12-15 Thread Namespace via Digitalmars-d-announce
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