https://github.com/ZILtoid1991/datapak
It's primarily function is to store application (such as game)
assets in either compressed or uncompressed format, but its
extendability enables it to store longer filenames and other OS
important data, metadata, etc. Currently it's in a preliminary
stat
On Friday, 9 August 2019 at 02:22:11 UTC, DanielG wrote:
Software is a funny thing. I'm old enough to remember when
everything was locked down and proprietary, of economic
necessity. Nowadays it's almost entirely the opposite, for the
same reason.
We're definitely well into the Singularity, b
https://github.com/ZILtoid1991/lzwford
The hardest part was to find one that could work with D easily.
I guess now Imageformats (and my own dimage) can have GIF and
TIFF file support.
On Sunday, 27 October 2019 at 16:19:58 UTC, Andre Pany wrote:
That is really great.
Side question, did you considered to rewrite a C library (e.g.
https://github.com/vapier/liblzw) to D?
Kind regards
Andre
Probably it would be easier than the times I tried to rewrite
much more complex C++
It took me some headaches (especially as some errors were due to
hard to spot typos), but finally I got the editor working after a
lot of refactoring and no direction.
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4
Future plans:
- better version numbering
- better planni
On Friday, 29 May 2020 at 04:53:07 UTC, Walter Bright wrote:
The subject says it all.
If you care about memory safety, I recommending adding `safe:`
as the first line in all your project modules, and annotate
individual functions otherwise as necessary. For modules with C
declarations, do as
On Thursday, 2 July 2020 at 14:56:09 UTC, aberba wrote:
Why no one is using your D library
So I decided to write a little something special. Its my love
letter to D folks.
https://aberba.vercel.app/2020/why-no-one-is-using-your-d-library/
Thanks, I'll try to write better documentation for m
https://ziltoid1991.itch.io/pixelperfecteditor
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta
My next goal will be refactoring the GUI subsystem (with
hopefully fixing many rendering bugs), then add even more
features to the editor/engine.
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta.1
https://ziltoid1991.itch.io/pixelperfecteditor
The new release contains the refactored and cleaned-up GUI
subsystem, a new input subsystem, more composing functions, etc.
Also, since I got a full-time job, I have li
On Tuesday, 18 May 2021 at 09:19:30 UTC, Anton Pastukhov wrote:
Does it have a website/docs? Are there any demo games?
There's a few demo games in the works, but first I have to fix
bugs in the editor.
For docs, see the source. Except for stuff I forgot to document
for a quite long time, it
iota, an I/O library that currently only has audio stream support
under Windows has been finished.
The library itself can be seen as a partial, D language native
replacement of SDL, SFML, and other similar libraries. I begun
writing it after I got dissatisfied with SDL and libsoundio, then
Ad
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta.5
After I created my own IO library that has audio features that
are easier to interoperate with D code (iota), I decided to
finish up my phase modulation (often sold as either frequency
modulation or phase distortion
On Thursday, 24 February 2022 at 17:36:49 UTC, Salih Dincer wrote:
On Thursday, 24 February 2022 at 13:15:50 UTC, Salih Dincer
wrote:
Is there anything I can do for this problem?
I solved it using the following commands having two parts:
* sudo apt-get -y install libasound2-dev
* dub build :
On Tuesday, 17 May 2022 at 16:36:34 UTC, Kenny Shields wrote:
Hello,
I've been building a game engine in D for the past 2 and a half
years and have finally reached a point where it's usable in
day-to-day game development. Earlier this year I decided to
make a simple shooter game to serve as a
https://github.com/ZILtoid1991/newxml/releases/tag/v0.2.0
It's a heavily modified `std.experimental.xml` with the following
changes:
* Many templating have been removed in favor of other forms of
setting. This means the allocators have been axed in favor of
using `new` and relying on D's aut
On Friday, 9 September 2022 at 22:00:42 UTC, solidstate1991 wrote:
https://github.com/ZILtoid1991/newxml/releases/tag/v0.2.0
It's a heavily modified `std.experimental.xml` with the
following changes:
* Many templating have been removed in favor of other forms of
setting. This means the alloc
On Sunday, 11 September 2022 at 07:13:18 UTC, WebFreak001 wrote:
awesome! got some documentation or examples anywhere? Can't
really seem to find how to use it really, but will definitely
be useful when I do stuff with xml.
Documentation is a work in progress. I'll try to make some
examples
https://github.com/ZILtoid1991/iota/releases/tag/v0.3.0-alpha
Intended as a D language native replacement for SDL/SFML/GLFW,
now is starting to become a minimum viable alternative.
Now it can support input polling and some windowing under
Windows. OpenGL framebuffer support started but not ye
On Monday, 14 November 2022 at 22:55:56 UTC, ikelaiah wrote:
Thanks and congrats for the latest alpha release.
How can I donate to this project?
-Ikel
Monetary (recurring): https://www.patreon.com/ShapeshiftingLizard
Monetary (one time): https://ko-fi.com/shapeshiftinglizard
Alternatively,
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.10.0-beta.7
This version is okay for production, even if certain
functionalities are either untested or unimplemented. For the
next version, I'll finish as much of them as possible, as well as
try to deprecate SDL2 in favor of m
I started to work on an engine, which emulates the features and
limitations of older graphics systems, mainly for retro-styled
indie games.
Features:
-Support for parallax scrolling, and multiple sprite and tile
layers
-Support for sprite scaling and rotation
-Max. 65536 colors on screen from a
On Wednesday, 17 December 2014 at 19:06:24 UTC, solidstate1991
wrote:
I started to work on an engine, which emulates the features and
limitations of older graphics systems, mainly for retro-styled
indie games.
Features:
-Support for parallax scrolling, and multiple sprite and tile
layers
-Suppo
https://github.com/ZILtoid1991/VDP-engine
Alpha release. Very basic functionality at the moment, will be
expanded later.
On Tuesday, 3 February 2015 at 17:15:29 UTC, Zoadian wrote:
On Tuesday, 3 February 2015 at 16:30:27 UTC, solidstate1991
wrote:
https://github.com/ZILtoid1991/VDP-engine
Alpha release. Very basic functionality at the moment, will be
expanded later.
had a quick look:
public class Color
T
On Saturday, 21 January 2017 at 14:27:35 UTC, Dmitry wrote:
On Friday, 20 January 2017 at 23:15:51 UTC, solidstate1991
wrote:
Github: https://github.com/ZILtoid1991/pixelperfectengine
Any documentation?
Documentation is in the works with a few sample codes, but
currently I have a lot of oth
On Saturday, 21 January 2017 at 17:41:58 UTC, NVolcz wrote:
Any screenshots?
https://github.com/ZILtoid1991/pixelperfectengine/issues/1
There's even a video showcasing the scrolling capabilities of the
engine. I made more during development, most of them are about
the bugs.
On Monday, 12 June 2017 at 17:51:05 UTC, Mike Parker wrote:
Now that I've got a few DIP reviews under my belt, I've got a
good enough handle on the process to lay it out in
documentation form. To that end [1], I've kept the general
structure that Dicebot initially set down, changing the details
On Wednesday, 14 June 2017 at 05:43:01 UTC, Manu wrote:
See, I would have a very different conversation:
N: DCompute
M: Awesome, I've been waiting!
instead of:
N: D-GPU
M: What's that... is it, like, a rendering library?
N: No, it's a 'compute' library.
M: Ohhh, awesome! I've been waitin
While I currently don't have an ARM based hardware that would be
easy to develop on, I'm planning to use QEMU to emulate some form
of ARMv6 CPU, as it'll be the main target, as it's still being
used in devices like the Raspberry Pi. ARMv5 is being considered
if it doesn't need a lot of work, al
On Friday, 7 July 2017 at 11:09:27 UTC, Temtaime wrote:
DMD is a piece of shit, and adding another one ARM backend with
all those bugs and low performance instead of improving ldc is
wasting efforts.
The only use of dmd is development because of compilation speed.
But some persons have "cerveau
On Saturday, 5 August 2017 at 19:07:50 UTC, WebFreak001 wrote:
Hi, I made a D to HTML generator which is basically diet, but
fully using the D compiler as generator and not some
complicated parser, etc.
Finally! I can have a footing in frontend development!
On Thursday, 31 August 2017 at 14:43:22 UTC, thinwybk wrote:
There is no single point of entry to find information about how
to use D on ARM Linux. I created a small project on GitHub
https://github.com/fkromer/d-on-embedded-linux-arm which shall
enable absolute beginners (of embedded Linux and
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.2
New features:
* More use of D's own language features, this will be improve
even further in the future.
* WindowMaker for PPE/Concrete enables the creation of GUI
elements. Currently it's in its very early stages, lot of
fun
On Wednesday, 8 November 2017 at 09:40:01 UTC, Theresa Henson
wrote:
The update is compatible with the latest Android OS as well as
all others over Android 4.0
Was this (at least partly) developed using D? Or you just using
the forum to promote this product?
https://github.com/ZILtoid1991/CPUblit
I have put the rendering functions of my engine to an external
library for general use in other applications where image
composing is needed.
I can add functions on request, currently I'm planning more
functions for drawing and higher-level functions, w
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.9.4-alpha.2
The editor is almost usable (still needs a way to import tiles
from its own proprietary format), and now has a working, although
still a bit slow and unstable transformable tile layer with
mode7-esque capabilities.
On Monday, 16 April 2018 at 15:08:38 UTC, Chris Katko wrote:
Definitely add screen shots to the github. Screenshots =
Downloads.
I know, currently I'm struggling with getting assets for this
purpose, also with getting rid of the GC from the rendering
pipeline.
On Sunday, 22 April 2018 at 15:56:49 UTC, kinke wrote:
Hi everyone,
on behalf of the LDC team, I'm glad to announce the first beta
for LDC 1.9. The highlights of this version in a nutshell:
* Based on D 2.079.1, including new `-i` switch and support for
a minimal (d)runtime.
* Support for LL
https://github.com/ZILtoid1991/lzbacon
Completely untested, no compression or test cases yet, no dub
integration, and probably will fail at compilation, however if
someone would like to help me out then it would be awesome.
- Close to LZMA compression rates with higher decompression
speed a
On Monday, 17 September 2018 at 18:40:21 UTC, Bill Baxter wrote:
Here's the link : https://www.facebook.com/dlang.org . ;-)
That's the page, not the group.
It seems the group is set to secret, it'll make joining very
hard, only through invitations.
https://github.com/ZILtoid1991/dimage
https://github.com/ZILtoid1991/vfile
The first is a yet another image library for D, but this time it
can read and write indexed images, and also have support for some
more obscure TGA features such as embedded data (developer area)
and the extra fields i
And now, there's even a female (more precisely, a
moe-anthropomorphic version) mascot made by me. Feel free to
create derivatives.
http://ziltoid1991.deviantart.com/art/DLang-chan-624180895?ga_submit_new=10%253A1469578950
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=58107541
On Wednesday, 27 July 2016 at 13:48:15 UTC, Chris wrote:
On Wednesday, 27 July 2016 at 01:39:19 UTC, Ali Çehreli wrote:
On 07/26/2016 05:40 PM, solidstate1991 wrote:
And now, there's even a female (more precisely, a
moe-anthropomorphic
version) mascot made by me. Feel free to create derivative
Github: https://github.com/ZILtoid1991/pixelperfectengine
It's now pretty usable a decent speeds and a lot of features.
There's now a new collision-detection algorithm that can test
whole lines at once, although it's currently untested. I also
started to work on an editor, it's only function n
On Saturday, 21 January 2017 at 01:55:54 UTC, Chris Wright wrote:
This would have been the perfect place for you to describe what
this project is about.
Pixel Perfect Engine is a 2d graphics system based on SDL and
FreeImage. It appears to be tile-based and incorporate a map
editor.
It's ma
https://github.com/ZILtoid1991/pixelperfectengine/releases/tag/v0.11.0-alpha
Two major changes are:
1) Implementation of the M2 format. Due to the lack of any proper
MIDI2.0 formats, I decided to implement my own, and also added
some additional function which allows it to be used for adaptive
My own D native multimedia layer (similar to SDL, but even more
minimalistic, especially as of now) is now capable of displaying
OpenGL context and is capable of detecting inputs on both Windows
and Linux. Has some bugs and things aren't 100% finalized, hence
the beta version.
https://github.
https://github.com/ZILtoid1991/wasmtime-d
See `test_binding/app.d` for some examples!
Still under development, but some testcases involving WASM code
now works.
And yes, I will use some D language code to do some testing.
On Friday, 23 August 2024 at 02:57:53 UTC, Kapendev wrote:
The game I made this time with D is an endless runner where you
help cute animals collect cute flowers. It's playable in the
browser, which means you don't need to download anything.
Give it a try!
* Game: https://kapendev.itch.io/runa
49 matches
Mail list logo