May 03, 2006
> Besides, the dmedia content looks good too. So, /summa summarum/, this puts all other D related sites to shame.
> 
> Congratulations!
> 
> Really.

Wow, thanks :D I'm glad you like it. A lot of credit should go to the authors of this PmWiki skin:
http://www.pmwiki.org/wiki/Cookbook/ABitModernSkin
I've merely rewritten some of its CSS in order to fix its bugs (resizing problems) and changed the graphics ;)
The PmWiki skin is in turn a port of one template from this site: http://www.oswd.org/

Anyway, I'm hoping to finish a second tutorial soon. There will probably be more contributors, so we might see some DirectX, SDL and OpenAL stuff shortly :)


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Tomasz Stachowiak  /+ a.k.a. h3r3tic +/
May 04, 2006
Am 03.05.2006, 23:29 Uhr, schrieb Hasan Aljudy <hasan.aljudy@gmail.com>:

> ahh .. I thought derelict was just a binding, i.e. C Headers --> D headers translation. and you still need the libs/dlls

Derelict uses function pointers which are assigned at runtime to
the functions in the DLLs (with the DerelictXX_Load()-functions).
Those function pointers have to be in some object file; additionally
SDL provides some widely used functions that are in fact Macros,
which have to be simulated by real functions.
May 04, 2006
Lukas Pinkowski wrote:
> Am 03.05.2006, 23:29 Uhr, schrieb Hasan Aljudy <hasan.aljudy@gmail.com>:
> 
>> ahh .. I thought derelict was just a binding, i.e. C Headers --> D  headers translation. and you still need the libs/dlls
> 
> 
> Derelict uses function pointers which are assigned at runtime to
> the functions in the DLLs (with the DerelictXX_Load()-functions).
> Those function pointers have to be in some object file; additionally
> SDL provides some widely used functions that are in fact Macros,
> which have to be simulated by real functions.

My point was, users need to download lib files for the different extensions, like sdl_image.lib and sdl_ttf.lib, etc.

isn't this correct?
May 04, 2006
Hasan Aljudy wrote:
> Lukas Pinkowski wrote:

> My point was, users need to download lib files for the different extensions, like sdl_image.lib and sdl_ttf.lib, etc.
> 
> isn't this correct?

No. Derelict eliminates the need to link with import libraries. It loads the shared libraries manually via LoadLibrary on Windows and dlopen on Linux.
May 04, 2006
Mike Parker wrote:
> Hasan Aljudy wrote:
> 
>> Lukas Pinkowski wrote:
> 
> 
>> My point was, users need to download lib files for the different extensions, like sdl_image.lib and sdl_ttf.lib, etc.
>>
>> isn't this correct?
> 
> 
> No. Derelict eliminates the need to link with import libraries. It loads the shared libraries manually via LoadLibrary on Windows and dlopen on Linux.

But you still need the dlls, if you want to use image and ttf and other extensions.

SDL_image.dll
SDL_ttf.dll

no?
May 05, 2006
Yes.  You need the dlls, but you don't need the libs.  That, however, is a problem that needs to be taken care at runtime, not when compiling the program.

Hasan Aljudy wrote:
> But you still need the dlls, if you want to use image and ttf and other extensions.
> 
> SDL_image.dll
> SDL_ttf.dll
> 
> no?
May 05, 2006
Hasan Aljudy wrote:
>>
>> No. Derelict eliminates the need to link with import libraries. It loads the shared libraries manually via LoadLibrary on Windows and dlopen on Linux.
> 
> But you still need the dlls, if you want to use image and ttf and other extensions.
> 
> SDL_image.dll
> SDL_ttf.dll
> 
> no?

Yes. That's what I mean by 'shared library' - .dll on Windows and .so on Linux. Those are the files that Derelict loads. But it's not just the SDL extensions, it's for all the libraries that Derelict wraps - SDL, OpenGL, OpenAL, all of them.
May 05, 2006
Mike Parker wrote:

> Yes. That's what I mean by 'shared library' - .dll on Windows and .so on Linux. Those are the files that Derelict loads. 

On Mac OS X, they are either .framework/"bundles" or .dylib/"libraries"
(A .framework is a combination of: headers, shared libs, and resources)

--anders
May 05, 2006
I've ported the first six DirectX tutorials back in 2005 august to D,
and since I've done (at least, tried to do) it without d3dx,
stopped at mesh loading (from .x format).

ElfQT


May 05, 2006
ElfQT wrote:
> I've ported the first six DirectX tutorials back in 2005 august to D,
> and since I've done (at least, tried to do) it without d3dx,
> stopped at mesh loading (from .x format).

Impressive :) Would you consider adding them to DMedia ? Jarrett is currently writing a tutorial about getting DX to work with D, so the basics would be covered.


-- 
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Tomasz Stachowiak  /+ a.k.a. h3r3tic +/
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