Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread Mengu via Digitalmars-d-announce

On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] 
(the group behind Dash). We had 14 people working on the team, 
6 engine programmers and 8 game developers creating Spectral 
Robot Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in 
the current pipeline, and a component model for game 
development and logic. Other major features at the moment 
include networking, skeletal-animation support, content and 
configuration loading via YAML, and UI support through 
Awesomium[3] (though we are in the process of moving over to 
using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity 
in a fully free and open source engine. We also hope that Dash 
can help to prove the power and maturity of D as a language, as 
well as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d 
love to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


seems you've made /r/gamedev community happy :)

thanks for the hard work and wish you all the best.


Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread Jacob Carlborg via Digitalmars-d-announce

On 19/05/14 21:50, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game engine[1] is
finally stable and ready for public use! I’m currently the Lead Engine
Programmer at Circular Studios[2] (the group behind Dash). We had 14
people working on the team, 6 engine programmers and 8 game developers
creating Spectral Robot Task Force, a turn-based strategy game built
with Dash.

Dash is an OpenGL engine written in the D language that runs on both
Windows and Linux. We use a deferred-rendering model in the current
pipeline, and a component model for game development and logic. Other
major features at the moment include networking, skeletal-animation
support, content and configuration loading via YAML, and UI support
through Awesomium[3] (though we are in the process of moving over to
using CEF[4] itself).

Our vision for Dash is to have the programmer-facing model of
XNA/Monogame combined with the designer-friendliness of Unity in a fully
free and open source engine. We also hope that Dash can help to prove
the power and maturity of D as a language, as well as push D to continue
improving.

We’re open to any feedback you may have, or better yet, we’d love to see
pull requests for improvements.


This looks awesome :), but no support for OS X :(. What system is used 
to render windows, custom or something like SDL?


--
/Jacob Carlborg


Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread Colden Cullen via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 06:26:50 UTC, Jacob Carlborg wrote:
This looks awesome :), but no support for OS X :(. What system 
is used to render windows, custom or something like SDL?


Right now we're using X11 on Linux and Win32 on Windows, but we 
are thinking about creating an adapter for SDL, which would 
provide OSX support. Theoretically the only thing holding us back 
is the windowing system.


Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread Colden Cullen via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 05:22:54 UTC, Mineko wrote:
Wow, good stuff, very impressive, I'm making a engine myself 
called Breaker Engine (Coded in D), and I might just have to 
take a few tips from your engine.


Although I've neglected it for about 2 months now lol, I've 
been gathering data as my math is not so good..


If anything I make in my engine just happens to be anything I 
can apply to your team's engine, I'll be sure to contribute. :)


Seeing as how you're using a component system.. It's probably 
just coincidental, but would your project happen to have any 
relation to BennyQBD's engine? 
(https://github.com/BennyQBD/3DEngineCpp)


Also, I may have skipped over it in this thread, but what was 
your experience with the D GC in your engine?


Was it a problem?
Anyway, again, good work, I look forward to our future 
relationship as D game engine developers. :)


Thanks! We're always open to contributors, just drop by our 
Gitter room[1] and say hi if you've got any ideas, or if you'd 
just like something to do.


We are not related to BenyyQBD's engine, and I've never heard of 
it, but it does look kind of neat.


As far as the GC goes, we pretty much only use it during 
initialization (and boy do we). We try to limit allocations 
during the main loop as much as possible, so very rarely do we 
actually have the GC run while the game is running. As long as 
you know what you're doing it's a pretty easy problem to avoid.


[1] https://gitter.im/Circular-Studios/Dash


Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread John Colvin via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 13:12:30 UTC, Colden Cullen wrote:

On Tuesday, 20 May 2014 at 05:22:54 UTC, Mineko wrote:
Wow, good stuff, very impressive, I'm making a engine myself 
called Breaker Engine (Coded in D), and I might just have to 
take a few tips from your engine.


Although I've neglected it for about 2 months now lol, I've 
been gathering data as my math is not so good..


If anything I make in my engine just happens to be anything I 
can apply to your team's engine, I'll be sure to contribute. :)


Seeing as how you're using a component system.. It's probably 
just coincidental, but would your project happen to have any 
relation to BennyQBD's engine? 
(https://github.com/BennyQBD/3DEngineCpp)


Also, I may have skipped over it in this thread, but what was 
your experience with the D GC in your engine?


Was it a problem?
Anyway, again, good work, I look forward to our future 
relationship as D game engine developers. :)


Thanks! We're always open to contributors, just drop by our 
Gitter room[1] and say hi if you've got any ideas, or if you'd 
just like something to do.


We are not related to BenyyQBD's engine, and I've never heard 
of it, but it does look kind of neat.


As far as the GC goes, we pretty much only use it during 
initialization (and boy do we).


I presume you force a collection before the main loop starts?


Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread Colden Cullen via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 13:40:43 UTC, John Colvin wrote:

I presume you force a collection before the main loop starts?


Yup! As of very recently :)

https://github.com/Circular-Studios/Dash/commit/2535556f970752e8ab41a03e4416394c2ce9c79d


Re: Dash: An Open Source Game Engine in D

2014-05-20 Thread Jacob Carlborg via Digitalmars-d-announce

On 20/05/14 15:14, Colden Cullen wrote:


Right now we're using X11 on Linux and Win32 on Windows, but we are
thinking about creating an adapter for SDL, which would provide OSX
support. Theoretically the only thing holding us back is the windowing
system.


I see.

--
/Jacob Carlborg


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Justin Whear via Digitalmars-d-announce
On Mon, 19 May 2014 19:50:35 +, Colden Cullen wrote:

 Hi everyone,
 
 I’m super excited to be able to announce that the Dash game engine[1] is
 finally stable and ready for public use! I’m currently the Lead Engine
 Programmer at Circular Studios[2] (the group behind Dash). We had 14
 people working on the team, 6 engine programmers and 8 game developers
 creating Spectral Robot Task Force, a turn-based strategy game built
 with Dash.
 
 Dash is an OpenGL engine written in the D language that runs on both
 Windows and Linux. We use a deferred-rendering model in the current
 pipeline, and a component model for game development and logic. Other
 major features at the moment include networking, skeletal-animation
 support, content and configuration loading via YAML, and UI support
 through Awesomium[3] (though we are in the process of moving over to
 using CEF[4] itself).
 
 Our vision for Dash is to have the programmer-facing model of
 XNA/Monogame combined with the designer-friendliness of Unity in a fully
 free and open source engine. We also hope that Dash can help to prove
 the power and maturity of D as a language, as well as push D to continue
 improving.
 
 We’re open to any feedback you may have, or better yet, we’d love to see
 pull requests for improvements.
 
 [1] https://github.com/Circular-Studios/Dash [2]
 http://circularstudios.com/
 [3] http://awesomium.com/
 [4] https://code.google.com/p/chromiumembedded/

Very exciting!  Thank for the very liberal license; this is a great 
contribution to the community.
I know you guys are probably crunching on the million things that stand 
between alpha and release, but when you have time, a series of blog posts 
or articles would be awesome.  Topics such as your usage of mixins and 
your experience with the GC would be great and speak to the advantages of 
using D.

BTW, The Setting up Your Environment page link on the main repo page 
(the README) is broken.

Justin


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Walter Bright via Digitalmars-d-announce

On 5/19/2014 12:50 PM, Colden Cullen wrote:

I’m super excited to be able to announce that the Dash game engine[1] is finally
stable and ready for public use!


http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/

I recommend posting your message text on Reddit, as that will generate more 
interest than just a link.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 20:45:51 UTC, Justin Whear wrote:
Very exciting!  Thank for the very liberal license; this is a 
great

contribution to the community.
I know you guys are probably crunching on the million things 
that stand
between alpha and release, but when you have time, a series of 
blog posts
or articles would be awesome.  Topics such as your usage of 
mixins and
your experience with the GC would be great and speak to the 
advantages of

using D.

BTW, The Setting up Your Environment page link on the main 
repo page

(the README) is broken.

Justin


Thanks! We're super excited. We wanted to make sure that anyone 
could do anything with it, hence the license. We're also all huge 
open source geeks, with no business people to tell us no :)


We are super busy, but we've also been trying to blog as much as 
we can. Myself[1] and one of my teammates[2] have been blogging a 
little (although I should warn you, there is some cruft from a 
class we took requiring posts for other stuff). We do really want 
to get some more stuff on paper, though. If you've got any ideas 
for stuff you want to read, suggestions are absolutely welcome!


Also, thanks for the heads up, I just fixed the link.

[1] http://blog.coldencullen.com/
[2] http://blog.danieljost.com/


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 20:52:04 UTC, Walter Bright wrote:

On 5/19/2014 12:50 PM, Colden Cullen wrote:
I’m super excited to be able to announce that the Dash game 
engine[1] is finally

stable and ready for public use!


http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/

I recommend posting your message text on Reddit, as that will 
generate more interest than just a link.


Good call, check it out here[1]. We also have an /r/gamedev 
post[2], where we've gotten some good D-related questions.


[1] 
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv
[2] 
http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Walter Bright via Digitalmars-d-announce

On 5/19/2014 1:55 PM, Colden Cullen wrote:

Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've
gotten some good D-related questions.

[1]
http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv

[2]
http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/



Wonderful!


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] 
(the group behind Dash). We had 14 people working on the team, 
6 engine programmers and 8 game developers creating Spectral 
Robot Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in 
the current pipeline, and a component model for game 
development and logic. Other major features at the moment 
include networking, skeletal-animation support, content and 
configuration loading via YAML, and UI support through 
Awesomium[3] (though we are in the process of moving over to 
using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity 
in a fully free and open source engine. We also hope that Dash 
can help to prove the power and maturity of D as a language, as 
well as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d 
love to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


Looks awesome.

Don't have time now (finals) but will check it out later.
(I'm developing my own gamedev related... stuff so I'm unlikely 
to be
a user but looks like it might finally be something a new user 
can pick up right away and just start making a game in D)


For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely useless 
with NoScript. At least put a warning for NoScript users.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Daniel Jost via Digitalmars-d-announce

On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:
For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely useless 
with NoScript. At least put a warning for NoScript users.



We'll be switching off of readme.io to homebrew docs[1] hosted on 
Github.


[1] https://github.com/Circular-Studios/Dash-Docs


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread w0rp via Digitalmars-d-announce

On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] 
(the group behind Dash). We had 14 people working on the team, 
6 engine programmers and 8 game developers creating Spectral 
Robot Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in 
the current pipeline, and a component model for game 
development and logic. Other major features at the moment 
include networking, skeletal-animation support, content and 
configuration loading via YAML, and UI support through 
Awesomium[3] (though we are in the process of moving over to 
using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity 
in a fully free and open source engine. We also hope that Dash 
can help to prove the power and maturity of D as a language, as 
well as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d 
love to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


This is all awesome. I'll have to check this out.

I hate to be the guy who says you missed a spot, but you did 
name one module in your source tree core. You might want to 
rename that to avoid issues with core modules.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:05:01 UTC, Daniel Jost wrote:

On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:
For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely 
useless with NoScript. At least put a warning for NoScript 
users.



We'll be switching off of readme.io to homebrew docs[1] hosted 
on Github.


[1] https://github.com/Circular-Studios/Dash-Docs


This is super super not ready yet though, unfortunately. It will 
be our focus (or mine, at least) for then next few weeks.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:01:57 UTC, w0rp wrote:

This is all awesome. I'll have to check this out.

I hate to be the guy who says you missed a spot, but you did 
name one module in your source tree core. You might want to 
rename that to avoid issues with core modules.


You're definitely right about the core naming, but my plan is 
to just qualify everything with a dash package instead, to make 
it super clear everywhere what's being imported.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Matt Soucy via Digitalmars-d-announce
On 05/19/2014 03:50 PM, Colden Cullen wrote:
 Hi everyone,
 
 I’m super excited to be able to announce that the Dash game engine[1] is 
 finally stable and ready for public use! I’m currently the Lead Engine 
 Programmer at Circular Studios[2] (the group behind Dash). We had 14 people 
 working on the team, 6 engine programmers and 8 game developers creating 
 Spectral Robot Task Force, a turn-based strategy game built with Dash.
 
 Dash is an OpenGL engine written in the D language that runs on both Windows 
 and Linux. We use a deferred-rendering model in the current pipeline, and a 
 component model for game development and logic. Other major features at the 
 moment include networking, skeletal-animation support, content and 
 configuration loading via YAML, and UI support through Awesomium[3] (though 
 we are in the process of moving over to using CEF[4] itself).
 
 Our vision for Dash is to have the programmer-facing model of XNA/Monogame 
 combined with the designer-friendliness of Unity in a fully free and open 
 source engine. We also hope that Dash can help to prove the power and 
 maturity of D as a language, as well as push D to continue improving.
 
 We’re open to any feedback you may have, or better yet, we’d love to see pull 
 requests for improvements.
 
 [1] https://github.com/Circular-Studios/Dash
 [2] http://circularstudios.com/
 [3] http://awesomium.com/
 [4] https://code.google.com/p/chromiumembedded/

Congratulations on the release, guys!

-- 
Matt Soucy
http://msoucy.me/


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Rikki Cattermole via Digitalmars-d-announce

On 20/05/2014 7:50 a.m., Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game engine[1] is
finally stable and ready for public use! I’m currently the Lead Engine
Programmer at Circular Studios[2] (the group behind Dash). We had 14
people working on the team, 6 engine programmers and 8 game developers
creating Spectral Robot Task Force, a turn-based strategy game built
with Dash.

Dash is an OpenGL engine written in the D language that runs on both
Windows and Linux. We use a deferred-rendering model in the current
pipeline, and a component model for game development and logic. Other
major features at the moment include networking, skeletal-animation
support, content and configuration loading via YAML, and UI support
through Awesomium[3] (though we are in the process of moving over to
using CEF[4] itself).

Our vision for Dash is to have the programmer-facing model of
XNA/Monogame combined with the designer-friendliness of Unity in a fully
free and open source engine. We also hope that Dash can help to prove
the power and maturity of D as a language, as well as push D to continue
improving.

We’re open to any feedback you may have, or better yet, we’d love to see
pull requests for improvements.

[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Colden Cullen via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:

Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.


Says the author of Duml :)

It's definitely something I want to do, I just haven't gotten the 
chance yet.


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Rikki Cattermole via Digitalmars-d-announce

On 20/05/2014 2:21 p.m., Colden Cullen wrote:

On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:

Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.


Says the author of Duml :)

It's definitely something I want to do, I just haven't gotten the chance
yet.


Selfish promotion ;) But yes, for this type of thing it definitely does 
give confidence to new users that they can see this type of thing. And 
hey, when its practically free(work wise) why not?


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Mineko via Digitalmars-d-announce
Wow, good stuff, very impressive, I'm making a engine myself 
called Breaker Engine (Coded in D), and I might just have to take 
a few tips from your engine.


Although I've neglected it for about 2 months now lol, I've been 
gathering data as my math is not so good..


If anything I make in my engine just happens to be anything I can 
apply to your team's engine, I'll be sure to contribute. :)


Seeing as how you're using a component system.. It's probably 
just coincidental, but would your project happen to have any 
relation to BennyQBD's engine? 
(https://github.com/BennyQBD/3DEngineCpp)


Also, I may have skipped over it in this thread, but what was 
your experience with the D GC in your engine?


Was it a problem?
Anyway, again, good work, I look forward to our future 
relationship as D game engine developers. :)