Re: DSFML reaches version 2.1
On Wednesday, 7 October 2015 at 17:13:13 UTC, Jeremy DeHaan wrote: On Wednesday, 7 October 2015 at 16:44:30 UTC, Israel wrote: On Wednesday, 7 October 2015 at 06:43:18 UTC, Jeremy DeHaan wrote: It is my pleasure to announce that DSFML hit version 2.1! This version has been a long time coming, but this represents a huge milestone for DSFML (and for me!) [...] Oh and you forgot to include these in the prebuilt binaries for windows. libgcc_s_dw2-1.dll libsndfile-1.dll libstdc++-6.dll libwinpthread-1.dll openal32.dll Crap! Iknew I forgot something. I'll get that fixed tonight. You should only be missing the libsndfile and openal dll's though. I statically linked to everything else. Apparently MinGW doesn't like to do static links to these libraries? Maybe I'll rebuild it with VC instead. Digging a bit, it looks like this happens in the CMake stuff. Basically, in normal SFML, the CMake file doesn't allow you to statically link to the std libs if you're building a .dll. I felt like with D we don't care as much about that, so I disabled the check. As far as I can tell it should work fine when built with VC(it forces /MT), but nothing special happens with MinGW so it still links dynamically to everything. I think I can fix it to work automatically, but for now I'll instead simply redo the packages to include those files. Thanks for catching that.
Re: DSFML reaches version 2.1
On Wednesday, 7 October 2015 at 16:44:30 UTC, Israel wrote: On Wednesday, 7 October 2015 at 06:43:18 UTC, Jeremy DeHaan wrote: It is my pleasure to announce that DSFML hit version 2.1! This version has been a long time coming, but this represents a huge milestone for DSFML (and for me!) [...] Oh and you forgot to include these in the prebuilt binaries for windows. libgcc_s_dw2-1.dll libsndfile-1.dll libstdc++-6.dll libwinpthread-1.dll openal32.dll Crap! Iknew I forgot something. I'll get that fixed tonight. You should only be missing the libsndfile and openal dll's though. I statically linked to everything else. Apparently MinGW doesn't like to do static links to these libraries? Maybe I'll rebuild it with VC instead.
Re: DSFML reaches version 2.1
On Wednesday, 7 October 2015 at 06:43:18 UTC, Jeremy DeHaan wrote: It is my pleasure to announce that DSFML hit version 2.1! This version has been a long time coming, but this represents a huge milestone for DSFML (and for me!) [...] Oh and you forgot to include these in the prebuilt binaries for windows. libgcc_s_dw2-1.dll libsndfile-1.dll libstdc++-6.dll libwinpthread-1.dll openal32.dll
Re: DSFML reaches version 2.1
On Wednesday, 7 October 2015 at 14:07:59 UTC, Jeremy DeHaan wrote: On Wednesday, 7 October 2015 at 12:44:13 UTC, suliman wrote: Perfect!!! Big thanks! I think not only one are tired from GTK, and need simple and compact gui lib It's not really a gui library. I mean, you could use it as such I guess, but it's more for game development. Thanks alot. I like to make my own GUI from scratch though since touch input is really not that complicated. Im working on touchscreen like applications for windows tablets
Re: DSFML reaches version 2.1
On Wednesday, 7 October 2015 at 12:44:13 UTC, suliman wrote: Perfect!!! Big thanks! I think not only one are tired from GTK, and need simple and compact gui lib It's not really a gui library. I mean, you could use it as such I guess, but it's more for game development.
Re: DSFML reaches version 2.1
Perfect!!! Big thanks! I think not only one are tired from GTK, and need simple and compact gui lib
Re: DSFML reaches version 2.1
It's great to see all this work finally come to fruition, congrats Jebbs! (DSFML is totally worth checking out; I've been using it in my project for a couple years now)
Re: DSFML reaches version 2.1
Thank you!
Re: DSFML reaches version 2.1
On Wednesday, 7 October 2015 at 06:43:18 UTC, Jeremy DeHaan wrote: It is my pleasure to announce that DSFML hit version 2.1! This version has been a long time coming, but this represents a huge milestone for DSFML (and for me!) Nice job!
DSFML reaches version 2.1
It is my pleasure to announce that DSFML hit version 2.1! This version has been a long time coming, but this represents a huge milestone for DSFML (and for me!) DSFML(along with its backend DSFMLC) is a binding and a wrapper for SFML - the Simple and Fast Multimedia Library. It does input(mouse, keyboard, joysticks/gamepads), audio (buffered playback, streamed playback, recording), networking(tcp/udp sockets, ftp, http), window and OpenGL context creation, and simple 2D graphics using OpenGL (sprites, text, shapes, shaders, and vertex arrays). Currently works on Linux, Windows, and OS X. Reasons that this took so long was: - Many bug fixes - Finally passed all included unit tests - Things make more sense - Created a website - Added documentation - Added tutorials - School's a bitch Visit the website at http://dsfml.com to view tutorials, documentation, forum, and downloads. Just a heads up, I have never gotten a project to a point like this. I have never had to put a website or tutorials together for anything, and this is the first "real" release. I'm sure some things don't make as much sense as I think they do. Go easy on me ;) Plans for the future: - Make things more idiomatic to D - Update to most recent version of SFML - Better everything (tests, documentation, tutorials, website) Check it out, have fun, and most importantly let me know if you have issues! https://github.com/Jebbs/DSFML https://github.com/Jebbs/DSFMLC http://code.dlang.org/packages/dsfml
Re: Online documentation for DSFML exists!
On Friday, 19 December 2014 at 20:03:39 UTC, Israel wrote: On Friday, 19 December 2014 at 00:58:57 UTC, Jeremy DeHaan wrote: It's not the best, but it's a start. Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I already have a few things I would like to change, namely the layout and adding some examples, but I would like to hear what everyone thinks on what I have up. Just a note about the rest of the site though, it is currently under construction so don't expect too much. Would it be possible to contribute screenshots of code examples? Or is it not necessary? Adding example code is definitely on my todo list for the docs.
Re: Online documentation for DSFML exists!
On Friday, 19 December 2014 at 00:58:57 UTC, Jeremy DeHaan wrote: It's not the best, but it's a start. Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I already have a few things I would like to change, namely the layout and adding some examples, but I would like to hear what everyone thinks on what I have up. Just a note about the rest of the site though, it is currently under construction so don't expect too much. Would it be possible to contribute screenshots of code examples? Or is it not necessary?
Re: Online documentation for DSFML exists!
On Friday, 19 December 2014 at 00:58:57 UTC, Jeremy DeHaan wrote: It's not the best, but it's a start. Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I already have a few things I would like to change, namely the layout and adding some examples, but I would like to hear what everyone thinks on what I have up. Just a note about the rest of the site though, it is currently under construction so don't expect too much. Beware when including an URL in DDoc http://dsfml.com/dsfml/graphics/circleshape.html
Re: Online documentation for DSFML exists!
On Friday, 19 December 2014 at 00:58:57 UTC, Jeremy DeHaan wrote: Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I liked and nice job! Matheus.
Re: Online documentation for DSFML exists!
Great! Thank you!
Online documentation for DSFML exists!
It's not the best, but it's a start. Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I already have a few things I would like to change, namely the layout and adding some examples, but I would like to hear what everyone thinks on what I have up. Just a note about the rest of the site though, it is currently under construction so don't expect too much.
Re: Upcoming changes to DSFML
This is great news, thank you for your work :)
Upcoming changes to DSFML
Hey all, I have been working on a lot of things for DSFML, namely getting it updated to 2.1(which is the most current official version). Some of these changes will break existing code in a couple of places, so I wanted to make an announcement before I started pushing the new code into the repo's master branch. This announcement is mainly targeted at DUB users. Please be aware that it will update your local copy of the repo and that might start breaking things with out your realizing. To prevent this from happening, and to allow yourself to continue with your DSFML projects like nothing is happening, simply change your DSFML dependencies in your dub.json to use "~2.0" instead of "~master". I'll wait a couple of days to actually commit the code just in case. I'm really excited about this upcoming release of the project as it improves the stability of the library and fixes many problems. As always, feel free to email me or open up issues on github if you have any problems with DSFML. project: https://github.com/Jebbs/DSFML email: dehaan.jerem...@gmail.com
DSFML to recieve many updates soon!
Hey all! With my term now finished I have loads of free time over the next two weeks, so I decided to devote a nice chunk of that to DSFML, specifically updating it to version 2.1. For those of you that aren't familiar, DSFML is a binding and wrapper for SFML, a multimedia library centered around game development. The reason I am announcing it now is because I will be making changes to not only the D front end, but also to the C/C++ back end. Some of these changes will be breaking changes to the current API. I'm assuming that a majority of people that use DSFML also use DUB, so I want them to be aware of this. Very soon I'll have a specific branch for DSFML 2.0, and I will post another announcement once it is up, which will also mark when development on. Should be tomorrow or the next day. -Jeremy
Re: DSFML
On Thursday, 19 December 2013 at 08:38:15 UTC, Jeremy DeHaan wrote: Let me ask this instead. Under what circumstances would a File want to allocate? In the case of a simple string it won't allocate, it's only for formatting. I could only find alloca, so it's probably fixed. On Thursday, 19 December 2013 at 12:46:12 UTC, Jacob Carlborg wrote: Isn't it allowed to do new allocations but not refer to existing memory allocated by the GC? AFAIK, there were problems with allocation too.
Re: DSFML
On Sunday, 22 December 2013 at 01:24:50 UTC, Kelet wrote: Thanks for all of the hard work, Jeremy. DSFML is definitely one of the libraries helping D move forward as a first class game development platform. Regards, Kelet oh and i guess no one use DirectX in AAA titles now, such a shame...
Re: DSFML
Thanks for all of the hard work, Jeremy. DSFML is definitely one of the libraries helping D move forward as a first class game development platform. Regards, Kelet
Re: DSFML
On 2013-12-19 08:27, Kagamin wrote: https://github.com/Jebbs/DSFML/blob/master/src/dsfml/graphics/text.d#L241 Destructors are called by GC during the collection cycle, and writeln may want to allocate, which is not allowed during collection, it may be safer to use printf. Isn't it allowed to do new allocations but not refer to existing memory allocated by the GC? -- /Jacob Carlborg
Re: DSFML
On Thursday, 19 December 2013 at 08:17:36 UTC, Jeremy DeHaan wrote: On Thursday, 19 December 2013 at 07:27:14 UTC, Kagamin wrote: https://github.com/Jebbs/DSFML/blob/master/src/dsfml/graphics/text.d#L241 Destructors are called by GC during the collection cycle, and writeln may want to allocate, which is not allowed during collection, it may be safer to use printf. Ah, interesting. Was not aware of that. I do have this issue in the tracker though: https://github.com/Jebbs/DSFML/issues/62 Basically, I was going to remove those anyways in favor of the internal error output system, which is just a static File instance(in case people are logging errors and such and want to see when objects are destroyed). Would that have the same issues? If not, it looks like I might as well get that done sooner rather than later. Wow, brain fart. Let me ask this instead. Under what circumstances would a File want to allocate? The output that an object was destroyed was really only put in there because I thought it could be useful. It can be removed if this turns out to be an unsafe action. I haven't had any problems with it that I can think of so far though.
Re: DSFML
On Thursday, 19 December 2013 at 07:27:14 UTC, Kagamin wrote: https://github.com/Jebbs/DSFML/blob/master/src/dsfml/graphics/text.d#L241 Destructors are called by GC during the collection cycle, and writeln may want to allocate, which is not allowed during collection, it may be safer to use printf. Ah, interesting. Was not aware of that. I do have this issue in the tracker though: https://github.com/Jebbs/DSFML/issues/62 Basically, I was going to remove those anyways in favor of the internal error output system, which is just a static File instance(in case people are logging errors and such and want to see when objects are destroyed). Would that have the same issues? If not, it looks like I might as well get that done sooner rather than later.
Re: DSFML
https://github.com/Jebbs/DSFML/blob/master/src/dsfml/graphics/text.d#L241 Destructors are called by GC during the collection cycle, and writeln may want to allocate, which is not allowed during collection, it may be safer to use printf.
DSFML
I have worked on this for a while, but I think things are finally to the point where I am feeling good about announcing this! Introducing(kind of) DSFML, a D binding of the Simple and Fast Multimedia Library. github link: https://github.com/Jebbs/DSFML Info on SFML: http://www.sfml-dev.org/index.php Snippet from the github readme: DSFML is a static binding of SFML, which let's you use SFML in your D programs. DSFML attempts to be as compatible with SFML as possible, but does so in a way that makes sense for the D language. Some might be familiar with the SFML binding found in Derelict3, but DSFML is a little different. As stated above, it is a static binding instead of a dynamic one. It is also set up to be a wrapper around the C code so that you can use DSFML in much the same way one would use SFML. Lastly, I created a modified version of the C library used to access SFML, mainly so that compiling in 64bit mode will still work. (see http://d.puremagic.com/issues/show_bug.cgi?id=5570) Please feel free to check things out and let me know what you think! One of the hardest parts for me so far has been a lack of general feedback. Also, what took me so long to announce this was that I was a bit self conscious about posting my code when so many great programmers frequent these forums. I'm feeling a little bit better about that, but please know that the library is in active development and I am always finding things that can be improved. This is my first open source project that I expect other people to use. Be gentle. :P
Re: DSFML
On a side note, deadalnix and previously worked on a D binding for SFML of the same name, but it had been 2 years since his last github commit so I thought to work on my own. I hope he doesn't mind!