August 05, 2013
On Monday, 5 August 2013 at 19:47:40 UTC, Borislav Kosharov wrote:
> On Monday, 5 August 2013 at 19:33:59 UTC, Namespace wrote:
>> I'm working currently on Dgame: http://dgame-dev.de/
>> I'm almost finished, but the documentation, the tutorials and the download there is not up to date, but that will change in the next few days (now that I had my last exam today).
>> My fellow students and I also work with Dgame on a 2D sidescroller. The work on it was stopped because of exams, but it will continue in the coming weeks.
>
> Wow that's great news! I will try it and maybe try to help you test it and improve it. I will look more into it tomorrow when I have more time. But from the first looks, I like the site design and the engine looks a lot like SFML(a good thing).

Yes SFML was one of my inspirations. I'll hurry to bring everything up to date. And of course I'd be happy about any help. ;)
August 05, 2013
On Monday, 5 August 2013 at 19:33:59 UTC, Namespace wrote:
>The work on it was stopped because of exams, but
> it will continue in the coming weeks.

That's the exact same problem I am having with DSFML!

I was making good progress until my teacher stated giving me tests and homework! What a jerk!
August 06, 2013
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
> I am one of the few who have taken a keen interest in D for game development. The concise language and modern conveniences may be able to reduce many hours worth of development time off a game project, while making the code more maintainable. Aside from the core language, Dlang graphics bindings have a way to go before even earning acceptance in the indie gaming scene, but it's making great strides to get there.
>
> The main challenge I've hit is the lack of any sort of path for adopting a media engine. Bindings (like SFML https://github.com/krzat/SFML-D) all suffer from:
>
> A) No information about its current status: this is scary if its repo hasn't been updated in months.
> B) Usually are complex to get working in a new project (manually building or searching for undocumented dependency DLLs)
> C) Lack practical references and tutorials for "real would usage"
> e.g. "how to create an OpenGL window" or "how to render a triangle"
> versus something like "how to load from disk an image texture onto a quad and move it around using keyboard events"
>
> SFML bindings are also in https://github.com/aldacron/Derelict3 but I couldn't find a scrap of information on how to use it, how to compile correctly, or example usage. It's unclear if the library is even usable in its current state.
>
> Please don't take this as blind criticism, but rather a plea to action for the community to provide better library documentation support for: current lib status, getting started adding it, and a general use tutorial/example. If we start doing this, it'll make a big impact for other game developers who are new to Dlang to adopt the language. Thanks for listening!

I am working on a media/gaming library for D, its not even pre alpha, and I am learning parts of the language as I go so the code is very ugly, and the naming conventions are scatter brained.

However I don't use any wrappers of other media libraries such as sfml, I only have the minimal bindings required to link with X11 and opengl(I do plan on windows bindings as well, but i haven't done that yet).

At the moment I am tackling concurrency, That bit is giving me endless headaches, I am trying to setup a seperate thread to handle opengl calls and a seperate thread for handling object updates.

https://github.com/luminousone/dmedia

I haven't picked a license yet, but it will be something that is rather open but leaves me the option to staticly link it in closed projects.

I still think you might find a few interesting bits in that link, but it does have a while to go before it is remotely useable.

I am open to working with others, or making changes to what I have done if anyone is interested.
August 06, 2013
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
> I am one of the few who have taken a keen interest in D for game development. The concise language and modern conveniences may be able to reduce many hours worth of development time off a game project, while making the code more maintainable. Aside from the core language, Dlang graphics bindings have a way to go before even earning acceptance in the indie gaming scene, but it's making great strides to get there.
>
> The main challenge I've hit is the lack of any sort of path for adopting a media engine. Bindings (like SFML https://github.com/krzat/SFML-D) all suffer from:
>
> A) No information about its current status: this is scary if its repo hasn't been updated in months.
> B) Usually are complex to get working in a new project (manually building or searching for undocumented dependency DLLs)
> C) Lack practical references and tutorials for "real would usage"
> e.g. "how to create an OpenGL window" or "how to render a triangle"
> versus something like "how to load from disk an image texture onto a quad and move it around using keyboard events"
>
> SFML bindings are also in https://github.com/aldacron/Derelict3 but I couldn't find a scrap of information on how to use it, how to compile correctly, or example usage. It's unclear if the library is even usable in its current state.
>
> Please don't take this as blind criticism, but rather a plea to action for the community to provide better library documentation support for: current lib status, getting started adding it, and a general use tutorial/example. If we start doing this, it'll make a big impact for other game developers who are new to Dlang to adopt the language. Thanks for listening!

I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
I just use the original documentation.

https://github.com/SiegeLord/DAllegro5
December 13, 2014
On Tuesday, 6 August 2013 at 06:23:09 UTC, qznc wrote:
> On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
>> I am one of the few who have taken a keen interest in D for game development. The concise language and modern conveniences may be able to reduce many hours worth of development time off a game project, while making the code more maintainable. Aside from the core language, Dlang graphics bindings have a way to go before even earning acceptance in the indie gaming scene, but it's making great strides to get there.
>>
>> The main challenge I've hit is the lack of any sort of path for adopting a media engine. Bindings (like SFML https://github.com/krzat/SFML-D) all suffer from:
>>
>> A) No information about its current status: this is scary if its repo hasn't been updated in months.
>> B) Usually are complex to get working in a new project (manually building or searching for undocumented dependency DLLs)
>> C) Lack practical references and tutorials for "real would usage"
>> e.g. "how to create an OpenGL window" or "how to render a triangle"
>> versus something like "how to load from disk an image texture onto a quad and move it around using keyboard events"
>>
>> SFML bindings are also in https://github.com/aldacron/Derelict3 but I couldn't find a scrap of information on how to use it, how to compile correctly, or example usage. It's unclear if the library is even usable in its current state.
>>
>> Please don't take this as blind criticism, but rather a plea to action for the community to provide better library documentation support for: current lib status, getting started adding it, and a general use tutorial/example. If we start doing this, it'll make a big impact for other game developers who are new to Dlang to adopt the language. Thanks for listening!
>
> I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
> I just use the original documentation.
>
> https://github.com/SiegeLord/DAllegro5

Who else uses DAllegro 5? I like it, just can't get it to work on OS X.
December 13, 2014
On Saturday, 13 December 2014 at 22:49:10 UTC, Joel wrote:
> On Tuesday, 6 August 2013 at 06:23:09 UTC, qznc wrote:
>> On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
>>> I am one of the few who have taken a keen interest in D for game development. The concise language and modern conveniences may be able to reduce many hours worth of development time off a game project, while making the code more maintainable. Aside from the core language, Dlang graphics bindings have a way to go before even earning acceptance in the indie gaming scene, but it's making great strides to get there.
>>>
>>> The main challenge I've hit is the lack of any sort of path for adopting a media engine. Bindings (like SFML https://github.com/krzat/SFML-D) all suffer from:
>>>
>>> A) No information about its current status: this is scary if its repo hasn't been updated in months.
>>> B) Usually are complex to get working in a new project (manually building or searching for undocumented dependency DLLs)
>>> C) Lack practical references and tutorials for "real would usage"
>>> e.g. "how to create an OpenGL window" or "how to render a triangle"
>>> versus something like "how to load from disk an image texture onto a quad and move it around using keyboard events"
>>>
>>> SFML bindings are also in https://github.com/aldacron/Derelict3 but I couldn't find a scrap of information on how to use it, how to compile correctly, or example usage. It's unclear if the library is even usable in its current state.
>>>
>>> Please don't take this as blind criticism, but rather a plea to action for the community to provide better library documentation support for: current lib status, getting started adding it, and a general use tutorial/example. If we start doing this, it'll make a big impact for other game developers who are new to Dlang to adopt the language. Thanks for listening!
>>
>> I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
>> I just use the original documentation.
>>
>> https://github.com/SiegeLord/DAllegro5
>
> Who else uses DAllegro 5? I like it, just can't get it to work on OS X.

I'm also using the Allegro bindings for a project and have run into no issues on  Linux. I'm using Dgame on another project on and that also works very well.


@SiegeLord: It would be good to get those bindings listed on the main Allegro site here:

http://alleg.sourceforge.net/bindings.html
(there is an old listing for Allegro 4 but not 5)

and in their news here if possible:
http://alleg.sourceforge.net/news.html

I believe you just need to send a request to the mailing list here:
http://sourceforge.net/p/alleg/mailman/?source=navbar

Cheers
uri
December 14, 2014
[snip]

>>> I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
>>> I just use the original documentation.
>>>
>>> https://github.com/SiegeLord/DAllegro5
>>
>> Who else uses DAllegro 5? I like it, just can't get it to work on OS X.
>
> I'm also using the Allegro bindings for a project and have run into no issues on  Linux. I'm using Dgame on another project on and that also works very well.
>
>

[snip]

I would really like to get DGame (for not just games) working on my OS X. At lest Windows. I've been making terminal programs in OS X.

Derelict3 is now not maintained.
December 14, 2014
I'm using Windows. I get this error trying to compile the demo on DGame.

C:\jpro\dpro2\OtherPeoples\Dgame-0.3.2\build>dmd build.d
Using the Digital Mars DMD compiler.

C:\jpro\dpro2\OtherPeoples\Dgame-0.3.2\build>build.exe
Assume 'C:\jpro\dpro2\OtherPeoples\derelict' as derelict path.
Verify...

Building all packages.

Building Dgame/Audio

..\Audio\all.d
..\Audio\Internal\core.d
..\Audio\Listener.d
..\Audio\Sound.d
..\Audio\SoundFile.d
..\Audio\VorbisFile.d
..\Audio\WaveFile.d

dmd -lib -O -release -inline -wi -of..\lib\Release/DgameAudio.lib  ..\Audio\all.
d ..\Audio\Internal\core.d ..\Audio\Listener.d ..\Audio\Sound.d ..\Audio\SoundFi
le.d ..\Audio\VorbisFile.d ..\Audio\WaveFile.d -IC:\jpro\dpro2\OtherPeoples -I..
/../
..\Audio\Internal\core.d(32): Error: module Log is in file 'Dgame\Internal\Log.d
' which cannot be read
import path[0] = C:\jpro\dpro2\OtherPeoples
import path[1] = ../../
import path[2] = C:\jpro\dmd2\windows\bin\..\..\src\phobos
import path[3] = C:\jpro\dmd2\windows\bin\..\..\src\druntime\import
import path[4] = C:\jpro\dmd2\windows\bin\..\import
import path[5] = C:\jpro\dmd2\windows\bin\..\..\windows\import\gtkd\src

Build Failed!
December 14, 2014
On 14/12/2014 1:25 p.m., Joel wrote:
> [snip]
>
>>>> I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
>>>> I just use the original documentation.
>>>>
>>>> https://github.com/SiegeLord/DAllegro5
>>>
>>> Who else uses DAllegro 5? I like it, just can't get it to work on OS X.
>>
>> I'm also using the Allegro bindings for a project and have run into no
>> issues on  Linux. I'm using Dgame on another project on and that also
>> works very well.
>>
>>
>
> [snip]
>
> I would really like to get DGame (for not just games) working on my OS
> X. At lest Windows. I've been making terminal programs in OS X.
>
> Derelict3 is now not maintained.

Whats not been converted over to DerelictOrg[0] that you want?
(Each of derelict3's bindings has its own repo under DerelictOrg).

[0] https://github.com/DerelictOrg
December 14, 2014
On 6 August 2013 at 04:18, Jonathan A Dunlap <jdunlap@outlook.com> wrote:
> I am one of the few who have taken a keen interest in D for game development. The concise language and modern conveniences may be able to reduce many hours worth of development time off a game project, while making the code more maintainable. Aside from the core language, Dlang graphics bindings have a way to go before even earning acceptance in the indie gaming scene, but it's making great strides to get there.
>
> The main challenge I've hit is the lack of any sort of path for adopting a media engine. Bindings (like SFML https://github.com/krzat/SFML-D) all suffer from:
>
> A) No information about its current status: this is scary if its repo hasn't
> been updated in months.
> B) Usually are complex to get working in a new project (manually building or
> searching for undocumented dependency DLLs)
> C) Lack practical references and tutorials for "real would usage"
> e.g. "how to create an OpenGL window" or "how to render a triangle"
> versus something like "how to load from disk an image texture onto a quad
> and move it around using keyboard events"
>
> SFML bindings are also in https://github.com/aldacron/Derelict3 but I couldn't find a scrap of information on how to use it, how to compile correctly, or example usage. It's unclear if the library is even usable in its current state.
>
> Please don't take this as blind criticism, but rather a plea to action for the community to provide better library documentation support for: current lib status, getting started adding it, and a general use tutorial/example. If we start doing this, it'll make a big impact for other game developers who are new to Dlang to adopt the language. Thanks for listening!

You could consider engines that bind to D. I don't think it's
particularly important that the engine is written in D, as long as the
binding is in the D style, and convenient.
It's no different than OpenGL isn't written in D, but there are some
bindings, and people tend to wrap them up for convenience.

This is precisely what I've been doing for 5-6 years now with my engine: https://github.com/TurkeyMan/fuji

If people want to do D gamedev, but don't want to worry about the
engine component, they're more than welcome to use my engine.
I'm always available to offer full engine support to users writing
interesting software!