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Tango conference 2008 - Tomasz Stachowiak DDL talk
Nov 18, 2008
Peter Modzelewski
Nov 18, 2008
Tom S
Nov 18, 2008
Bill Baxter
Nov 19, 2008
Tom S
Nov 19, 2008
Christopher Wright
Nov 19, 2008
Tom S
Nov 19, 2008
Robert Fraser
Nov 19, 2008
Tom S
Nov 19, 2008
Saaa
Nov 19, 2008
Saaa
Nov 19, 2008
Bill Baxter
Nov 19, 2008
Saaa
Nov 19, 2008
Bill Baxter
Nov 19, 2008
Saaa
Nov 19, 2008
Bill Baxter
Nov 19, 2008
Ary Borenszweig
Nov 19, 2008
Saaa
Nov 19, 2008
Saaa
Re: Tango conference 2008 - Tomasz Stachowiak DDL talk [^H^H^H gamedev talk]
Nov 19, 2008
Tom S
Nov 20, 2008
Saaa
November 18, 2008
I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html
slides: http://team0xf.com/conference/DDL.pdf

more videos to come soon! :D

Other videos:
Teaching D:
http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-teaching-d-talk.html 


Gamedev:
http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-team0xf-talk.html

DReactor:
http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-dreactor-talk.html

DWT:
http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-dwt-talk-video.html

MiniD:
http://petermodzelewski.blogspot.com/2008/10/tango-conference-2008-minid-talk-video.html

Fibers:
http://petermodzelewski.blogspot.com/2008/10/tango-conference-2008-fibers-talk-video.html

Compiler workshop:
http://petermodzelewski.blogspot.com/2008/10/tango-conference-2008-compiler-and.html
November 18, 2008
As an added bonus, I've described the basics of DDL && xf.linker for those who might want to play around with it: http://h3.team0xf.com/devlog/?p=12 Please keep in mind that it only works with DMD+Windows at the moment.


-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
November 18, 2008
Excellent talk!  Now I finally understand what the buzz about DDL is about.
My vague understanding was that it was basically a workaround for
current D compilers support of dynamic libs.  So I was content to just
wait for D to get the kinks worked out eventually. But from your talk
it seems much more like DDL is a better long term solution for dynamic
linking of D code regardless.

--bb

On Wed, Nov 19, 2008 at 5:40 AM, Tom S <h3r3tic@remove.mat.uni.torun.pl> wrote:
> As an added bonus, I've described the basics of DDL && xf.linker for those who might want to play around with it: http://h3.team0xf.com/devlog/?p=12 Please keep in mind that it only works with DMD+Windows at the moment.
>
November 19, 2008
Peter Modzelewski wrote:
> I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html 

That looks like it has amazing implications for runtime reflection, even if you aren't using dynamic libraries. (I'd prefer it if the language and runtime supported runtime reflection, but DDL should be a lot better than nothing.)
November 19, 2008
Peter Modzelewski wrote:
> I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html 
> 
> slides: http://team0xf.com/conference/DDL.pdf

The one I was most looking forward to... and it definitely didn't dissapoint. Runtime recompilation/reloading? CRAZY!
November 19, 2008
That is some amazing game dev framework!
How is everything licensed?

I totally agree with what is said about programming with D:
You just implement it, even if you understand only a subset of the language
(like me :)
And after a while the code becomes cleaner/better by itself.
For instance, I started out with loads of global variables and like almost
no knowledge
about oop and now I better understand modules and oop, things get nicely
packaged and
the global variable list is slinking.

Everything I made can not do much beyond what it should be doing (opposite
the teamh0xf framework)
but that is what you get from being a one man show and try to focus half of
my attention to
AI research :D

Why Cg? I used Cg for a bit but went back to GLSL because of its simplicity.

One last simple thing: In the Molly Rocket talk about immediate-mode guis a
comment is made
about some games not holding true to the convention that releasing the mouse
away from the
clicked button will not result in button click.
I think that in-game guis should not hold to this convention because of
three things:
1. it is faster and holding to the convention could become quit annoying
2. highlighting the hot buttons is more elaborate in games (well most of the
times of course)
3. faulty clicks are not that damaging


November 19, 2008
On Tue, Nov 18, 2008 at 11:32 PM, Saaa <empty@needmail.com> wrote:
> One last simple thing: In the Molly Rocket talk about immediate-mode guis a
> comment is made
> about some games not holding true to the convention that releasing the mouse
> away from the
> clicked button will not result in button click.
> ...
> 3. faulty clicks are not that damaging

Oops, I just used my one-time super awesome buff trinket that I was saving for Kil'jaeden _when I was fighting a trash mob_.

It might not be damaging to your computer or data, but it can sure be frustrating in the game ;)
November 19, 2008
>> One last simple thing: In the Molly Rocket talk about immediate-mode guis
>> a
>> comment is made
>> about some games not holding true to the convention that releasing the
>> mouse
>> away from the
>> clicked button will not result in button click.
>> ...
>> 3. faulty clicks are not that damaging
>
> Oops, I just used my one-time super awesome buff trinket that I was saving for Kil'jaeden _when I was fighting a trash mob_.
>
> It might not be damaging to your computer or data, but it can sure be frustrating in the game ;)

Well, I mentioned it as an indirect poll :)
So, you'd rather have the conventional buttons ingame?
And, which were the games in which the unconventional way was actually
frustrating you?


November 19, 2008
Erm, my comments relate to the Damedev video :/


November 19, 2008
On Wed, Nov 19, 2008 at 3:58 PM, Saaa <empty@needmail.com> wrote:
>>> One last simple thing: In the Molly Rocket talk about immediate-mode guis
>>> a
>>> comment is made
>>> about some games not holding true to the convention that releasing the
>>> mouse
>>> away from the
>>> clicked button will not result in button click.
>>> ...
>>> 3. faulty clicks are not that damaging
>>
>> Oops, I just used my one-time super awesome buff trinket that I was saving for Kil'jaeden _when I was fighting a trash mob_.
>>
>> It might not be damaging to your computer or data, but it can sure be frustrating in the game ;)
>
> Well, I mentioned it as an indirect poll :)
> So, you'd rather have the conventional buttons ingame?
> And, which were the games in which the unconventional way was actually
> frustrating you?

I strongly disagree with the notion that good usability principles in a "game UI" somehow differ from usability principles that apply to "regular UI".   UI principles are universal.  It doesn't suddenly become ok to throw UI principles out the window because the interface happens to be used for shooting little digital green space aliens. It's still an interface, and a human still has to use it.   And, really, gamers are some of the most sensitive people in the world when it comes to UI.  Ever heard gamers griping about how the graphics of some game are nice but they threw it in the dustbin after a day because the controls are too sloppy?

--bb
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