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 Foo via Digitalmars-d-announce
On Sunday, 15 March 2015 at 23:17:10 UTC, Joel wrote: On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: 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

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

2015-03-15 Thread Foo via Digitalmars-d-announce
I think a tutorial on how to do tile map with sprites would be awesome http://dgame-dev.de/?page=tutorialtut=tilemap

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

2015-03-15 Thread Joel via Digitalmars-d-announce
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: Compiling using dmd... Error: cannot read file main.d FAIL

Re: Dgame revived

2015-03-15 Thread Joel via Digitalmars-d-announce
On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: 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

Re: Dgame revived

2015-03-15 Thread amber via Digitalmars-d-announce
On Sunday, 15 March 2015 at 18:12:36 UTC, Namespace wrote: 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:

Re: Dgame revived

2015-03-14 Thread stewarth via Digitalmars-d-announce
On Saturday, 14 March 2015 at 15:19:20 UTC, Namespace wrote: 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

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
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

2015-03-13 Thread stewarth via Digitalmars-d-announce
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 to arrive to the release state. Is there anything you

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 stewarth 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. 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

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

2015-03-04 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 Gan via Digitalmars-d-announce
On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: 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

Re: Dgame revived

2015-03-04 Thread stewarth via Digitalmars-d-announce
On Wednesday, 4 March 2015 at 11:56:28 UTC, stewarth wrote: On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote: On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote: Oh also the green circle anti alias isn't happening. Just a

Re: Dgame revived

2015-03-04 Thread stewarth via Digitalmars-d-announce
On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote: On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: 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

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

2015-03-03 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

2015-03-03 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

2015-03-03 Thread Gan via Digitalmars-d-announce
Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.

Re: Dgame revived

2015-03-03 Thread Gan via Digitalmars-d-announce
On Tuesday, 3 March 2015 at 16:59:35 UTC, Namespace wrote: 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

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

2015-02-28 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 Gan 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

2015-02-28 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

2015-02-28 Thread stewarth via Digitalmars-d-announce
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 inspect Audio. I think the most breaking changes will

Re: Dgame revived

2015-02-27 Thread amber via Digitalmars-d-announce
On Thursday, 26 February 2015 at 22:27:12 UTC, Namespace wrote: 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

Re: Dgame revived

2015-02-27 Thread John Colvin via Digitalmars-d-announce
On Thursday, 26 February 2015 at 02:22:18 UTC, stewarth wrote: On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote: On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC,

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

2015-02-26 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. :)

Re: Dgame revived

2015-02-26 Thread stewarth via Digitalmars-d-announce
On Thursday, 26 February 2015 at 08:03:59 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki

Re: Dgame revived

2015-02-26 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On

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 Gan via Digitalmars-d-announce
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 functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL

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 revived

2015-02-26 Thread stewarth via Digitalmars-d-announce
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, wishes or suggestions: now is the time. :) That's great :) At

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote: On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace

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

2015-02-25 Thread stewarth via Digitalmars-d-announce
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and

Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce
On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote: On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan

Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce
I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything. It may help you track down exactly which part of the GL setup

Re: Dgame revived

2015-02-25 Thread Rikki Cattermole via Digitalmars-d-announce
On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything.

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:

Re: Dgame revived

2015-02-24 Thread stewarth via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote: On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: 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

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 Gan via Digitalmars-d-announce
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 work. Still gives the same OpenGL too low error. I think

Re: Dgame revived

2015-02-24 Thread stewarth via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 10:01:11 UTC, Namespace wrote: 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,

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

2015-02-24 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: 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

Re: Dgame revived

2015-02-23 Thread Mike Parker via Digitalmars-d-announce
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. Derelict GL is loading in legacy mode. You have to call 'reload'

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

2015-02-23 Thread Gan via Digitalmars-d-announce
On Monday, 23 February 2015 at 23:24:02 UTC, Namespace 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); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);

Re: Dgame revived

2015-02-23 Thread Gan 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

2015-02-23 Thread Mike Parker via Digitalmars-d-announce
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); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);

Re: Dgame revived

2015-02-23 Thread Gan via Digitalmars-d-announce
On Monday, 23 February 2015 at 16:03:47 UTC, Namespace wrote: 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

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

2015-02-22 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

2015-02-22 Thread Mike Parker via Digitalmars-d-announce
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: { dgame: ~0.4.0 } Or you can use ==0.4.0,

Re: Dgame revived

2015-02-22 Thread Jack via Digitalmars-d-announce
On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote: On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I

Re: Dgame revived

2015-02-22 Thread amber via Digitalmars-d-announce
On Sunday, 22 February 2015 at 08:26:16 UTC, Jack wrote: On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote: On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
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: I think you need to install the ogg libraries. Derelict,

Re: Dgame revived

2015-02-22 Thread Gan 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 Gan via Digitalmars-d-announce
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++ libraries. You still need to get the those libraries for

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: 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

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 John Colvin via Digitalmars-d-announce
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++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter

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
Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently

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 Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 22:49:16 UTC, Namespace wrote: Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

Re: Dgame revived

2015-02-22 Thread amber via Digitalmars-d-announce
On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote: On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: 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: {

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

2015-02-22 Thread Rikki Cattermole via Digitalmars-d-announce
On 23/02/2015 8:01 p.m., 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. Derelict GL is loading in legacy mode. You have to call 'reload'

Re: Dgame revived

2015-02-22 Thread Rikki Cattermole via Digitalmars-d-announce
On 23/02/2015 11:33 a.m., Gan wrote: 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

Re: Dgame revived

2015-02-22 Thread stewarth via Digitalmars-d-announce
On Monday, 23 February 2015 at 03:03:01 UTC, stewarth wrote: And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 on arch linux x86_64. Cheers, stew and the same on Debian x86_64 I'm just told :) /stew

Re: Dgame revived

2015-02-22 Thread stewarth via Digitalmars-d-announce
On Sunday, 22 February 2015 at 20:55:04 UTC, amber wrote: On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote: On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: {

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Monday, 23 February 2015 at 00:36:49 UTC, Rikki Cattermole wrote: On 23/02/2015 11:33 a.m., Gan wrote: 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

Re: Dgame revived

2015-02-21 Thread uri via Digitalmars-d-announce
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: 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

Re: Dgame revived

2015-02-21 Thread amber via Digitalmars-d-announce
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: 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

Re: Dgame revived

2015-02-21 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: 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

Re: Dgame revived

2015-02-21 Thread Kingsley via Digitalmars-d-announce
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: 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