May 19, 2014
On Monday, 19 May 2014 at 21:01:57 UTC, w0rp wrote:
> This is all awesome. I'll have to check this out.
>
> I hate to be the guy who says "you missed a spot," but you did name one module in your source tree "core." You might want to rename that to avoid issues with core modules.

You're definitely right about the "core" naming, but my plan is to just qualify everything with a "dash" package instead, to make it super clear everywhere what's being imported.
May 19, 2014
On 05/19/2014 03:50 PM, Colden Cullen wrote:
> Hi everyone,
> 
> I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash.
> 
> Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself).
> 
> Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving.
> 
> We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements.
> 
> [1] https://github.com/Circular-Studios/Dash
> [2] http://circularstudios.com/
> [3] http://awesomium.com/
> [4] https://code.google.com/p/chromiumembedded/

Congratulations on the release, guys!

-- 
Matt Soucy
http://msoucy.me/
May 20, 2014
On 20/05/2014 7:50 a.m., Colden Cullen wrote:
> Hi everyone,
>
> I’m super excited to be able to announce that the Dash game engine[1] is
> finally stable and ready for public use! I’m currently the Lead Engine
> Programmer at Circular Studios[2] (the group behind Dash). We had 14
> people working on the team, 6 engine programmers and 8 game developers
> creating Spectral Robot Task Force, a turn-based strategy game built
> with Dash.
>
> Dash is an OpenGL engine written in the D language that runs on both
> Windows and Linux. We use a deferred-rendering model in the current
> pipeline, and a component model for game development and logic. Other
> major features at the moment include networking, skeletal-animation
> support, content and configuration loading via YAML, and UI support
> through Awesomium[3] (though we are in the process of moving over to
> using CEF[4] itself).
>
> Our vision for Dash is to have the programmer-facing model of
> XNA/Monogame combined with the designer-friendliness of Unity in a fully
> free and open source engine. We also hope that Dash can help to prove
> the power and maturity of D as a language, as well as push D to continue
> improving.
>
> We’re open to any feedback you may have, or better yet, we’d love to see
> pull requests for improvements.
>
> [1] https://github.com/Circular-Studios/Dash
> [2] http://circularstudios.com/
> [3] http://awesomium.com/
> [4] https://code.google.com/p/chromiumembedded/

Awesome to see!
Will be looking forward to what ever you guys get up to.

Only thing I can suggest, is get UML diagrams ext. Up on docs.
May 20, 2014
On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:
> Awesome to see!
> Will be looking forward to what ever you guys get up to.
>
> Only thing I can suggest, is get UML diagrams ext. Up on docs.

Says the author of Duml :)

It's definitely something I want to do, I just haven't gotten the chance yet.
May 20, 2014
On 20/05/2014 2:21 p.m., Colden Cullen wrote:
> On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:
>> Awesome to see!
>> Will be looking forward to what ever you guys get up to.
>>
>> Only thing I can suggest, is get UML diagrams ext. Up on docs.
>
> Says the author of Duml :)
>
> It's definitely something I want to do, I just haven't gotten the chance
> yet.

Selfish promotion ;) But yes, for this type of thing it definitely does give confidence to new users that they can see this type of thing. And hey, when its practically free(work wise) why not?
May 20, 2014
Wow, good stuff, very impressive, I'm making a engine myself called Breaker Engine (Coded in D), and I might just have to take a few tips from your engine.

Although I've neglected it for about 2 months now lol, I've been gathering data as my math is not so good..

If anything I make in my engine just happens to be anything I can apply to your team's engine, I'll be sure to contribute. :)

Seeing as how you're using a component system.. It's probably just coincidental, but would your project happen to have any relation to BennyQBD's engine? (https://github.com/BennyQBD/3DEngineCpp)

Also, I may have skipped over it in this thread, but what was your experience with the D GC in your engine?

Was it a problem?
Anyway, again, good work, I look forward to our future relationship as D game engine developers. :)
May 20, 2014
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:
> Hi everyone,
>
> I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash.
>
> Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself).
>
> Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving.
>
> We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements.
>
> [1] https://github.com/Circular-Studios/Dash
> [2] http://circularstudios.com/
> [3] http://awesomium.com/
> [4] https://code.google.com/p/chromiumembedded/

seems you've made /r/gamedev community happy :)

thanks for the hard work and wish you all the best.
May 20, 2014
On 19/05/14 21:50, Colden Cullen wrote:
> Hi everyone,
>
> I’m super excited to be able to announce that the Dash game engine[1] is
> finally stable and ready for public use! I’m currently the Lead Engine
> Programmer at Circular Studios[2] (the group behind Dash). We had 14
> people working on the team, 6 engine programmers and 8 game developers
> creating Spectral Robot Task Force, a turn-based strategy game built
> with Dash.
>
> Dash is an OpenGL engine written in the D language that runs on both
> Windows and Linux. We use a deferred-rendering model in the current
> pipeline, and a component model for game development and logic. Other
> major features at the moment include networking, skeletal-animation
> support, content and configuration loading via YAML, and UI support
> through Awesomium[3] (though we are in the process of moving over to
> using CEF[4] itself).
>
> Our vision for Dash is to have the programmer-facing model of
> XNA/Monogame combined with the designer-friendliness of Unity in a fully
> free and open source engine. We also hope that Dash can help to prove
> the power and maturity of D as a language, as well as push D to continue
> improving.
>
> We’re open to any feedback you may have, or better yet, we’d love to see
> pull requests for improvements.

This looks awesome :), but no support for OS X :(. What system is used to render windows, custom or something like SDL?

-- 
/Jacob Carlborg
May 20, 2014
On Tuesday, 20 May 2014 at 05:22:54 UTC, Mineko wrote:
> Wow, good stuff, very impressive, I'm making a engine myself called Breaker Engine (Coded in D), and I might just have to take a few tips from your engine.
>
> Although I've neglected it for about 2 months now lol, I've been gathering data as my math is not so good..
>
> If anything I make in my engine just happens to be anything I can apply to your team's engine, I'll be sure to contribute. :)
>
> Seeing as how you're using a component system.. It's probably just coincidental, but would your project happen to have any relation to BennyQBD's engine? (https://github.com/BennyQBD/3DEngineCpp)
>
> Also, I may have skipped over it in this thread, but what was your experience with the D GC in your engine?
>
> Was it a problem?
> Anyway, again, good work, I look forward to our future relationship as D game engine developers. :)

Thanks! We're always open to contributors, just drop by our Gitter room[1] and say hi if you've got any ideas, or if you'd just like something to do.

We are not related to BenyyQBD's engine, and I've never heard of it, but it does look kind of neat.

As far as the GC goes, we pretty much only use it during initialization (and boy do we). We try to limit allocations during the main loop as much as possible, so very rarely do we actually have the GC run while the game is running. As long as you know what you're doing it's a pretty easy problem to avoid.

[1] https://gitter.im/Circular-Studios/Dash
May 20, 2014
On Tuesday, 20 May 2014 at 06:26:50 UTC, Jacob Carlborg wrote:
> This looks awesome :), but no support for OS X :(. What system is used to render windows, custom or something like SDL?

Right now we're using X11 on Linux and Win32 on Windows, but we are thinking about creating an adapter for SDL, which would provide OSX support. Theoretically the only thing holding us back is the windowing system.