Re: Help making a game with transparency
On Tuesday, 1 October 2019 at 12:45:35 UTC, Adam D. Ruppe wrote: On Monday, 30 September 2019 at 23:52:27 UTC, Murilo wrote: { window.redrawOpenGlSceneNow; like I said on email, this is the ONLY thing you should to in the event loop to trigger the redraw. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT); glLoadIdentity; ship.draw(20, 20, 41, 47); All this actual drawing stuff should be attached to the `window.redrawOpenGlScene` delegate. Just do `window.redrawOpenGlScene = { that stuff } ` after creating the window but before the event loop to set it up. It worked! :D Thank you so much man. Now I will finish refactoring the code and then I will be able to finish your tutorial.
Re: Help making a game with transparency
On Tuesday, 1 October 2019 at 12:46:58 UTC, Adam D. Ruppe wrote: On Monday, 30 September 2019 at 20:14:56 UTC, Murilo wrote: What are your pages that you want people subscribing to? I'm just trolling. And what is your patreon page? https://www.patreon.com/adam_d_ruppe but as you'll notice, it is currently $58. To reach "quit my job and work for y'all all the time" I put $8000. Realistically, that is never going to happen. thus why i troll. Alright, sending you money every month on Patreon would be a problem for me so I figure I can patron you in another way, I am writing a tutorial for your library and I have showed lots of people how useful your library can be, I have also sent several PR to add stuff to it. That will be my way of contributing.
Re: Saving and loading large data sets easily and efficiently
On Monday, 30 September 2019 at 20:10:21 UTC, Brett wrote: So it much more difficult than POD but would still be a little more work to right... hoping that there is something already out there than can do this. It should be I'm afraid there's nothing like this available. Out of serialization libraries that I know, msgpack-d and cerealed don't store references and instead duplicate the pointed-to content. Orange does it, but it doesn't support binary output format, only XML, so it isn't a good fit for your data.
Re: want to know precise GC benchmarks
On Tuesday, 1 October 2019 at 16:24:49 UTC, a11e99z wrote: why I want to know such info? CodinGame sometimes use time-limit for bot move for example 100ms, and bot will be disqualified in case no answer Simple solution: don't allocate every frame. The GC only runs when it needs to and it only needs to if an allocation request takes it over a certain threshold. If you need to allocate at all, do it up front. Or better, do it statically. Then the GC won't run at all. What sort of CodinGame bot would you need to allocate from the GC for anyway?
Re: want to know precise GC benchmarks
On Tuesday, 1 October 2019 at 16:12:18 UTC, a11e99z wrote: does anybody some kind of benchmark to test conservative and precise GC? precise GC is better or not? is STW improving? and another question about GC and app parameters: program.exe “–DRT-gcopt=gc:precise parallel:4” “–DRT-scanDataSeg=precise” output.data are this 2 -DRT params combined or overwriting each other? link to doc for DRT+GC https://dlang.org/spec/garbage.html#gc_config I know about rt_options[] but asking about program args why I want to know such info? CodinGame sometimes use time-limit for bot move for example 100ms, and bot will be disqualified in case no answer
want to know precise GC benchmarks
does anybody some kind of benchmark to test conservative and precise GC? precise GC is better or not? is STW improving?
Re: Help making a game with transparency
On Monday, 30 September 2019 at 20:14:56 UTC, Murilo wrote: What are your pages that you want people subscribing to? I'm just trolling. And what is your patreon page? https://www.patreon.com/adam_d_ruppe but as you'll notice, it is currently $58. To reach "quit my job and work for y'all all the time" I put $8000. Realistically, that is never going to happen. thus why i troll.
Re: Help making a game with transparency
On Monday, 30 September 2019 at 23:52:27 UTC, Murilo wrote: { window.redrawOpenGlSceneNow; like I said on email, this is the ONLY thing you should to in the event loop to trigger the redraw. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT); glLoadIdentity; ship.draw(20, 20, 41, 47); All this actual drawing stuff should be attached to the `window.redrawOpenGlScene` delegate. Just do `window.redrawOpenGlScene = { that stuff } ` after creating the window but before the event loop to set it up.
Blog Post #75: Cairo X - Noodling with the Mouse
Here's the second installment of the Nodes-n-noodles coverage in which we get the mouse involved: https://gtkdcoding.com/2019/10/01/0075-cairo-x-mouse-noodle.html