May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to dennis luehring | dennis luehring wrote:
> explain the c++ linkage problem a litte bit more detailed:
>
> for example:
>
> "have you ever tried to link your visualc++, borlandc++ and other (c++ compilers) produced libs together - do it and you will see how (realy) well the c++ abi is standarized :-)"
DMC++ (in a former life) was designed to be ABI compatible with Microsoft C++, and it was for a while, until Microsoft changed their ABI. Sigh.
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May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Jari-Matti Mäkelä | Jari-Matti Mäkelä wrote:
> James Dunne wrote:
>> Disclaimer: I realize this is to the point of absurdity, but I would
>> try to make the point that it is no more absurd than to expect any more
>> out of a language (C++) that has designed itself into a corner.
>
> That's right. I wouldn't be surprised if automatic conversion of C++
> code to Java/C#/Eiffel/Ruby/... weren't any easier than this. On the
> other hand converting all these to D seems to be almost trivial,
> although creating such a tool for the task is admittedly a bit time
> consuming.
Automated conversion of Java/C# to D would be reasonable, maybe Eiffel. Ruby definitely not, as Ruby relies on dynamic typing and dynamic code modification.
I do agree, however, that C++ has rather thoroughly wedged itself into a corner. One only has to look at the proposals for C++0x to see that.
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May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Walter Bright | > DMC++ (in a former life) was designed to be ABI compatible with Microsoft C++, and it was for a while, until Microsoft changed their ABI. Sigh.
i know - thats why i wrote this FAQ-Sample-Text (just copy paste :-))
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May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Brad Anderson | Brad Anderson wrote:
> Hasan Aljudy wrote:
>
>>I'm thinking of the OGRE project. http://www.ogre3d.org/
>>It's very well designed and written. I think it uses a good Object
>>Oriented style. I would love to see it converted to D.
>
>
> I don't believe it's been touched in a while, but Sinbad at dsource.org is
> exactly this.
>
> BA
>
> http://svn.dsource.org/projects/sinbad/trunk
Yea, I know, but it seems manual translation of OGRE isn't so practical; at least not if it's a one-man effort.
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May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Lars Ivar Igesund | Lars Ivar Igesund wrote:
> Hasan Aljudy wrote:
>
>
>>I'm thinking of the OGRE project. http://www.ogre3d.org/
>>It's very well designed and written. I think it uses a good Object
>>Oriented style. I would love to see it converted to D.
>
>
> Yes, the Sinbad project at DSource was supposed to be an implementation of
> OGRE in D. Even if OGRE is fairly clean, it use quite a bit of MI which
> isn't easily solvable in D without changing how things should work. Also,
> OGRE is heavily relying upon plugins, which currently are somewhat
> difficult to do in D, although DDL is getting there. It is also using a bit
> of STL, so all in all I suspect it is a typical C++ library that is
> typically difficult to convert to D without huge manual efforts.
>
sigh :(
oh well, maybe a better and faster engine can be done in D, from scratch!
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May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Hasan Aljudy | "Hasan Aljudy" <hasan.aljudy@gmail.com> wrote in message news:e4d1i8$snf$1@digitaldaemon.com... > > sigh :( > > oh well, maybe a better and faster engine can be done in D, from scratch! I'm working on it, I'm working on it! ;) I was surprised to look at the OGRE page and see so many features that it has that nonagon has as well.. of course, OGRE is much more mature, API-independent, and therefore cross-platform, but.. I'm working on it! |
May 16, 2006 Nonagon (Re: Accessing C++ code from D) | ||||
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Posted in reply to Jarrett Billingsley | Jarrett Billingsley wrote: > "Hasan Aljudy" <hasan.aljudy@gmail.com> wrote in message news:e4d1i8$snf$1@digitaldaemon.com... >> sigh :( >> >> oh well, maybe a better and faster engine can be done in D, from scratch! > > I'm working on it, I'm working on it! ;) > > I was surprised to look at the OGRE page and see so many features that it has that nonagon has as well.. of course, OGRE is much more mature, API-independent, and therefore cross-platform, but.. I'm working on it! > > Do you have plans to abstract away from DirectX? -- Kyle Furlong // Physics Undergrad, UCSB "D is going wherever the D community wants it to go." - Walter Bright |
May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Jarrett Billingsley | Jarrett Billingsley wrote:
> "Hasan Aljudy" <hasan.aljudy@gmail.com> wrote in message news:e4d1i8$snf$1@digitaldaemon.com...
>
>>sigh :(
>>
>>oh well, maybe a better and faster engine can be done in D, from scratch!
>
>
> I'm working on it, I'm working on it! ;)
>
> I was surprised to look at the OGRE page and see so many features that it has that nonagon has as well.. of course, OGRE is much more mature, API-independent, and therefore cross-platform, but.. I'm working on it!
>
>
Good to know. :)
I would love to participate in such a project, but my knowledge of graphics APIs is next to nothing.
Do you have a website for the project? can you possibly put it on dsource?
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May 16, 2006 Re: Nonagon (Re: Accessing C++ code from D) | ||||
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Posted in reply to Kyle Furlong | "Kyle Furlong" <kylefurlong@gmail.com> wrote in message news:e4dbp2$1brv$1@digitaldaemon.com... > Do you have plans to abstract away from DirectX? Perhaps once I've become truly comfortable with DirectX ;) Though the engine design itself is kind of.. automatically moving itself away from platform-dependence. I'm not consciously doing it, but as I reorganize the engine, it just ends up that way. For example, so far working on R5, I've abstracted mesh data and loading, I've abstracted some of the OS interfaces, and I've clearly delineated the two pipelines, so all the common code would be pretty much implementation-independent. So, with maybe one more major release of nonagon (R6, one after the next), it might be abstracted enough that making a platform-independent version of it wouldn't be too hard. |
May 16, 2006 Re: Accessing C++ code from D | ||||
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Posted in reply to Hasan Aljudy | "Hasan Aljudy" <hasan.aljudy@gmail.com> wrote in message news:e4dcel$1d2v$1@digitaldaemon.com... > Good to know. :) > > I would love to participate in such a project, but my knowledge of graphics APIs is next to nothing. Pah, it's not hard to pick up.. just set a couple states, load some data, and draw ;) > Do you have a website for the project? can you possibly put it on dsource? I have a download thing, at http://jamesdunne.no-ip.org/nonagon/projects.php, but no real project page. I've been planning on making it open-source as of late, since I can't seem to find the time/drive to work on it for long periods of time. Right now, it's in a very transitional state, as I've been reworking a lot of the internals of the engine, splitting apart the two pipelines, cleaning up dependencies, refactoring some code, and working on getting model animation working (which it is, for the most part, at least in the fixed-function pipeline). But I'd still like to make a page for it on dsource or something. |
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