November 28, 2017
Mengu wrote:

> On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky (Abscissa) wrote:
>> On 11/24/2017 08:28 PM, ketmar wrote:
>>> quickfix. forgot to properly set requested OpenGL version.
>>> http://files.catbox.moe/lx02hz.7z
>>
>>
>> Very cool! Works under wine for me. Not a game I was familiar with, so it's cool learning hands-on about more of Konami's back catalog from one of the best gaming eras.
>
> chrome starts the download and then prevents it. would it be because if 7z?

this. or, maybe, "catbox.moe" is "bad site" in some chrome filter. sorry, i don't know.
December 11, 2017
major update: entity logic is completely driven by external scripts now! ;-)

most of "monsters.d" code moved to MES scripts. also, entity (actor in the terms of the engine) management was completely rewritten, so it mostly doesn't allocate in game loop.

"what is MES?", one may ask. ok, MES is a scripting engine, writen specifically for scripting simple games. it has only one object type (Actor), but it is statically typed, supports UFCS and function pointers (and some syntactic sugar), so it may look like procedural or OOP language (at your choice). it is compiled to virtual machine code (3-operand instructions). compiler doesn't use AST, but does one extra pass over a source to collect functions/globals/fields definitions, so there is no need to write any forward declarations.

so why i did it, and why it is better than old D code? the answer is very simple: because i can! ;-)

you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow.
December 14, 2017
On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:
> major update: entity logic is completely driven by external
>...
> you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow.

I hope you didn't write that all in one sitting, I thought it was going to be a bit shorter.

December 15, 2017
Taylor Hillegeist wrote:

> On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:
>> major update: entity logic is completely driven by external
>> ...
>> you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow.
>
> I hope you didn't write that all in one sitting, I thought it was going to be a bit shorter.

i am not even finished! actually, here[0] is the main repository for MES developement. you can track my progress there, starting from the very first commit. it doesn't meant to be public, tho, hence it is marked "OBSOLETE".

[0] http://repo.or.cz/mes.d.git
September 28, 2019
On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
> recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1].

Hi, I would like to see your source code please because I am making a game myself and I need to learn how to do it, I figured I could read your code and learn from it.
September 28, 2019
On Saturday, 28 September 2019 at 02:59:20 UTC, Murilo wrote:
> On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
>> recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1].
>
> Hi, I would like to see your source code please because I am making a game myself and I need to learn how to do it, I figured I could read your code and learn from it.

The post you quoted links to the git repo.  You can clone it with "git clone http://repo.or.cz/knightmare.git", or view the code online at https://repo.or.cz/knightmare.git/tree (includes a link to download the tarball).
September 28, 2019
> The post you quoted links to the git repo.  You can clone it with "git clone http://repo.or.cz/knightmare.git", or view the code online at https://repo.or.cz/knightmare.git/tree (includes a link to download the tarball).

Thanks. I see it now.
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