February 28, 2015
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 here, because I'll use this time SDL_Audio instead of OpenAL.
>>
>> Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour.
>>
>> What is left: add missing comments / complete comments and renew the documentation. After that I will update the website.
>>
>> We are moving forward! :)
>
> This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately switching.

That's great. It would be nice if you post the differences here. :)
February 28, 2015
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.
>
> Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour.
>
> What is left: add missing comments / complete comments and renew the documentation. After that I will update the website.
>
> We are moving forward! :)

Comments are finished so far - the documentation can be generated.
I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again.
But you can already begin with your tests. ;)
March 01, 2015
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 happen here, because I'll use this time SDL_Audio instead of OpenAL.
>>
>> Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour.
>>
>> What is left: add missing comments / complete comments and renew the documentation. After that I will update the website.
>>
>> We are moving forward! :)
>
> Comments are finished so far - the documentation can be generated.
> I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again.
> But you can already begin with your tests. ;)

Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github.

Cheers,
stew
March 01, 2015
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 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 Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour.
>>>
>>> What is left: add missing comments / complete comments and renew the documentation. After that I will update the website.
>>>
>>> We are moving forward! :)
>>
>> Comments are finished so far - the documentation can be generated.
>> I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again.
>> But you can already begin with your tests. ;)
>
> Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github.
>
> Cheers,
> stew

Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with @nogc. Maybe you should wait, until aldacron fixes this.
March 03, 2015
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 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 Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour.
>>>>
>>>> What is left: add missing comments / complete comments and renew the documentation. After that I will update the website.
>>>>
>>>> We are moving forward! :)
>>>
>>> Comments are finished so far - the documentation can be generated.
>>> I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again.
>>> But you can already begin with your tests. ;)
>>
>> Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github.
>>
>> Cheers,
>> stew
>
> Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with @nogc. Maybe you should wait, until aldacron fixes this.

The most things are fixed now. But should I organize Dgame like the official DUB style: 'source/Dgame/...'?
March 03, 2015
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 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.
>>>>>
>>>>> Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour.
>>>>>
>>>>> What is left: add missing comments / complete comments and renew the documentation. After that I will update the website.
>>>>>
>>>>> We are moving forward! :)
>>>>
>>>> Comments are finished so far - the documentation can be generated.
>>>> I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again.
>>>> But you can already begin with your tests. ;)
>>>
>>> Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github.
>>>
>>> Cheers,
>>> stew
>>
>> Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with @nogc. Maybe you should wait, until aldacron fixes this.
>
> The most things are fixed now. But should I organize Dgame like the official DUB style: 'source/Dgame/...'?

I have no idea.

Looks good. Except for the text. It gets longer over time. I added an issue.
March 03, 2015
Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.
March 03, 2015
> Looks good. Except for the text. It gets longer over time. I added an issue.

That should be fixed with the last commit.
March 04, 2015
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 context version should be supported. See:
http://dgame-dev.de/?package=Window&module=GLSettings
March 04, 2015
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 window. And you can now specify by yourself which opengl context version should be supported. See:
> http://dgame-dev.de/?package=Window&module=GLSettings

Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?