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Re: OpenGL Examples in D and a birth of a New Initiative
May 15, 2014
Manu
May 15, 2014
Rikki Cattermole
May 15, 2014
Manu
May 15, 2014
Rikki Cattermole
May 15, 2014
Manu
May 15, 2014
Rikki Cattermole
May 15, 2014
Adil Baig
May 15, 2014
Rikki Cattermole
May 18, 2014
Casey
May 18, 2014
Rikki Cattermole
May 15, 2014
evilrat
May 17, 2014
Andrej Mitrovic
May 17, 2014
evilrat
May 15, 2014
Andrej Mitrovic
May 15, 2014
Manu
May 15, 2014
Andrej Mitrovic
May 16, 2014
Manu
May 16, 2014
Andrej Mitrovic
May 16, 2014
Andrej Mitrovic
May 17, 2014
Kiith-Sa
May 17, 2014
Andrej Mitrovic
May 17, 2014
Andrej Mitrovic
May 15, 2014
I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off.

On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> I am starting an initiative for everyone interested in D game development by creating the github organization d-gamedev-team[1].
>
> The first project hosted here is the the freshly created opengl-tutorials[2] project. This is a long-term project that aims to collect as many modern OpenGL examples ported to D or even provide new examples created from scratch in D. All the examples should be easy to build, provided you have a fresh D compiler and a recent version of the dub[3] dependency manager / builder tool.
>
> Currently the project contains an almost-complete port of the samples contained on the website opengl-tutorial.org[4] - which cover OpenGL v3.3x and were created by Sam Hocevar. The D examples are not straight ports, they have been D-ified and may contain more features than their original counterparts. They also use 3rd-party D OpenGL wrappers to avoid a lot of scaffolding work typical of OpenGL applications.
>
> Thanks to dub[3] you won't have to manually install the D dependencies. However you may have to install some C/C++ 3rd-party library dependencies, such as GLFW, SDL2, SDL2 Image, and potentially other libraries depending on the ones the samples require. The dependencies are documented in the project's readme[5].
>
> Additional OpenGL example ports are planned and some are already in progress but have not yet been pushed upstream. See the opengl-tutorials[2] github repo for a list of ports which are in progress and a list of desired ports.
>
> If you wish to contribute with your own ports or with brand new D OpenGL examples don't hesitate to make a pull request. I want the d-gamedev-team organization to gradually grow and have it host as many useful projects, whether it be libraries, tools, tutorials, tips & tricks, assets, or anything else related to D game development.
>
> I am strongly interested in game development in D, and although I'm at a starting stage I'm very much committed to working on this project to the best of my abilities. Hopefully in a few years we'll see some major titles made entirely in D. But before that can happen we have to make a collective push to bring D to a higher stage where it's acceptable and viable to game developers, whether it be through language support (@nogc/allocators) or library and tooling support.
>
> We'll see where this goes, but I'm very excited for the future! Cheers. :o)
>
> [1] : https://github.com/d-gamedev-team
> [2] : https://github.com/d-gamedev-team/opengl-tutorials
> [3] : http://code.dlang.org/download
> [4] : http://opengl-tutorial.org/
> [5] : https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org
May 15, 2014
On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:
> I tried to gather support for a community game project (FeedBack).
> Lots of interest, but nobody actually joined the party when I kicked
> it off.
>
> On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce
> <digitalmars-d-announce@puremagic.com> wrote:
>> I am starting an initiative for everyone interested in D game
>> development by creating the github organization d-gamedev-team[1].
>>
>> The first project hosted here is the the freshly created
>> opengl-tutorials[2] project. This is a long-term project that aims to
>> collect as many modern OpenGL examples ported to D or even provide new
>> examples created from scratch in D. All the examples should be easy to
>> build, provided you have a fresh D compiler and a recent version of
>> the dub[3] dependency manager / builder tool.
>>
>> Currently the project contains an almost-complete port of the samples
>> contained on the website opengl-tutorial.org[4] - which cover OpenGL
>> v3.3x and were created by Sam Hocevar. The D examples are not straight
>> ports, they have been D-ified and may contain more features than their
>> original counterparts. They also use 3rd-party D OpenGL wrappers to
>> avoid a lot of scaffolding work typical of OpenGL applications.
>>
>> Thanks to dub[3] you won't have to manually install the D
>> dependencies. However you may have to install some C/C++ 3rd-party
>> library dependencies, such as GLFW, SDL2, SDL2 Image, and potentially
>> other libraries depending on the ones the samples require. The
>> dependencies are documented in the project's readme[5].
>>
>> Additional OpenGL example ports are planned and some are already in
>> progress but have not yet been pushed upstream. See the
>> opengl-tutorials[2] github repo for a list of ports which are in
>> progress and a list of desired ports.
>>
>> If you wish to contribute with your own ports or with brand new D
>> OpenGL examples don't hesitate to make a pull request. I want the
>> d-gamedev-team organization to gradually grow and have it host as many
>> useful projects, whether it be libraries, tools, tutorials, tips &
>> tricks, assets, or anything else related to D game development.
>>
>> I am strongly interested in game development in D, and although I'm at
>> a starting stage I'm very much committed to working on this project to
>> the best of my abilities. Hopefully in a few years we'll see some
>> major titles made entirely in D. But before that can happen we have to
>> make a collective push to bring D to a higher stage where it's
>> acceptable and viable to game developers, whether it be through
>> language support (@nogc/allocators) or library and tooling support.
>>
>> We'll see where this goes, but I'm very excited for the future! Cheers. :o)
>>
>> [1] : https://github.com/d-gamedev-team
>> [2] : https://github.com/d-gamedev-team/opengl-tutorials
>> [3] : http://code.dlang.org/download
>> [4] : http://opengl-tutorial.org/
>> [5] : https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org

Yeah I was one of those people who wanted to work on it. Unfortunately that was while I was working on DOOGLE and pre aurora commencing. That to me really killed my enthusiasm.

Personally I'm waiting for aurora before starting up on the GUI front.
May 15, 2014
On Thursday, 15 May 2014 at 05:01:14 UTC, Manu via Digitalmars-d-announce wrote:
> I tried to gather support for a community game project (FeedBack).
> Lots of interest, but nobody actually joined the party when I kicked
> it off.
>
> On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce
> <digitalmars-d-announce@puremagic.com> wrote:
>> I am starting an initiative for everyone interested in D game
>> development by creating the github organization d-gamedev-team[1].
>>
>> The first project hosted here is the the freshly created
>> opengl-tutorials[2] project. This is a long-term project that aims to
>> collect as many modern OpenGL examples ported to D or even provide new
>> examples created from scratch in D. All the examples should be easy to
>> build, provided you have a fresh D compiler and a recent version of
>> the dub[3] dependency manager / builder tool.
>>
>> Currently the project contains an almost-complete port of the samples
>> contained on the website opengl-tutorial.org[4] - which cover OpenGL
>> v3.3x and were created by Sam Hocevar. The D examples are not straight
>> ports, they have been D-ified and may contain more features than their
>> original counterparts. They also use 3rd-party D OpenGL wrappers to
>> avoid a lot of scaffolding work typical of OpenGL applications.
>>
>> Thanks to dub[3] you won't have to manually install the D
>> dependencies. However you may have to install some C/C++ 3rd-party
>> library dependencies, such as GLFW, SDL2, SDL2 Image, and potentially
>> other libraries depending on the ones the samples require. The
>> dependencies are documented in the project's readme[5].
>>
>> Additional OpenGL example ports are planned and some are already in
>> progress but have not yet been pushed upstream. See the
>> opengl-tutorials[2] github repo for a list of ports which are in
>> progress and a list of desired ports.
>>
>> If you wish to contribute with your own ports or with brand new D
>> OpenGL examples don't hesitate to make a pull request. I want the
>> d-gamedev-team organization to gradually grow and have it host as many
>> useful projects, whether it be libraries, tools, tutorials, tips &
>> tricks, assets, or anything else related to D game development.
>>
>> I am strongly interested in game development in D, and although I'm at
>> a starting stage I'm very much committed to working on this project to
>> the best of my abilities. Hopefully in a few years we'll see some
>> major titles made entirely in D. But before that can happen we have to
>> make a collective push to bring D to a higher stage where it's
>> acceptable and viable to game developers, whether it be through
>> language support (@nogc/allocators) or library and tooling support.
>>
>> We'll see where this goes, but I'm very excited for the future! Cheers. :o)
>>
>> [1] : https://github.com/d-gamedev-team
>> [2] : https://github.com/d-gamedev-team/opengl-tutorials
>> [3] : http://code.dlang.org/download
>> [4] : http://opengl-tutorial.org/
>> [5] : https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org

same with DirectX, more than half year passed since i published it and i only get single commit and one known user. nice, good and active community. i wish to say "good luck with ur linuxez guyz i'm done here", but i always returns to see whats new, still hoping it's temporally...

p.s. i admit that linux could give us some traction to have public approval, but it doesn't mean that there is only linux...
May 15, 2014
On 5/15/14, Manu via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off.

Sorry, but I was put off by the terrible performance. 30 FPS with regular frame drops to sub-10 FPS is unacceptable for something that displays half a dozen animated objects. It left a really bad impression on me, especially considering you always complain on the forums about "other devs" writing bad-performant code and them being unaware of it.
May 15, 2014
On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:
>>
>> I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off.
>>
>
> Yeah I was one of those people who wanted to work on it. Unfortunately that was while I was working on DOOGLE and pre aurora commencing. That to me really killed my enthusiasm.
>
> Personally I'm waiting for aurora before starting up on the GUI front.

What's doogle and aurora? And why did that kill enthusiasm?
May 15, 2014
On 15 May 2014 19:54, Andrej Mitrovic via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> On 5/15/14, Manu via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
>> I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off.
>
> Sorry, but I was put off by the terrible performance. 30 FPS with regular frame drops to sub-10 FPS is unacceptable for something that displays half a dozen animated objects. It left a really bad impression on me, especially considering you always complain on the forums about "other devs" writing bad-performant code and them being unaware of it.

Huh? Umm... I haven't done any work on rendering or performance. It's 100% prototype rendering code. It's rendering a crap load of procedural meshes generated on the spot each frame, and not even cacheing the text.

What's there is a proof of concept. I just wanted to get a framework,
and get something running and playable, so that other people could
join in and hack on it with me.
I was worried about synch and gameplay, ie, making it load and play
songs, play them in time, receive controller events in time, read MIDI
properly, match input events against notes in the songs, keep score,
handle various input and output latencies. There's actually a fair bit
of work in there.

You never mentioned that you were deterred by performance, I can go
and make it run at a thousand fps if you like :)
I just didn't consider it a pressing or particularly relevant issue,
since there's not a single piece of artwork or UI in there anyway. Any
rendering code I write will almost certainly be replaced.
I think there's all comments in there saying "// HACK: horrible
rendering code!", and that it will be replaced... :/
May 15, 2014
On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:
> On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
> <digitalmars-d-announce@puremagic.com> wrote:
>> On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:
>>>
>>> I tried to gather support for a community game project (FeedBack).
>>> Lots of interest, but nobody actually joined the party when I kicked
>>> it off.
>>>
>>
>> Yeah I was one of those people who wanted to work on it. Unfortunately that
>> was while I was working on DOOGLE and pre aurora commencing. That to me
>> really killed my enthusiasm.
>>
>> Personally I'm waiting for aurora before starting up on the GUI front.
>
> What's doogle and aurora? And why did that kill enthusiasm?
DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
I would have replied earlier but it appears that there has been enough changes with dub and dmd that it just won't. But I managed to grab an old build and here is its output [2].
Not really that nice but hey, was my go at it.

I was building it as pretty much the all in one toolbox for D and OpenGL and with Aurora getting more support, the issues I was having continuing just kinda was the last straw.
And anyways I'm better at web development then game dev. Never really understood the 3d pipeline.


[0] https://github.com/rikkimax/DOOGLE
[1] https://github.com/auroragraphics
[2] https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/edit?usp=sharing
May 15, 2014
On 15 May 2014 23:24, Rikki Cattermole via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:
>>
>> On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
>>>
>>> On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:
>>>>
>>>>
>>>> I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off.
>>>>
>>>
>>> Yeah I was one of those people who wanted to work on it. Unfortunately
>>> that
>>> was while I was working on DOOGLE and pre aurora commencing. That to me
>>> really killed my enthusiasm.
>>>
>>> Personally I'm waiting for aurora before starting up on the GUI front.
>>
>>
>> What's doogle and aurora? And why did that kill enthusiasm?
>
> DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
> I would have replied earlier but it appears that there has been enough
> changes with dub and dmd that it just won't. But I managed to grab an old
> build and here is its output [2].
> Not really that nice but hey, was my go at it.
>
> I was building it as pretty much the all in one toolbox for D and OpenGL and
> with Aurora getting more support, the issues I was having continuing just
> kinda was the last straw.
> And anyways I'm better at web development then game dev. Never really
> understood the 3d pipeline.

Those aurora repos appear to be empty :/
Is aurora intended to be a GUI toolkit?

I still think there's huge need for a realtime gfx environment GUI toolkit.
But if I were you, I wouldn't be marrying it to any particular gfx
API. Just make sure to structure the API to allow backends (like
OpenGL) to be plugged in.


> [0] https://github.com/rikkimax/DOOGLE
> [1] https://github.com/auroragraphics
> [2]
> https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/edit?usp=sharing
May 15, 2014
On 16/05/2014 1:38 a.m., Manu via Digitalmars-d-announce wrote:
> On 15 May 2014 23:24, Rikki Cattermole via Digitalmars-d-announce
> <digitalmars-d-announce@puremagic.com> wrote:
>> On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:
>>>
>>> On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce
>>> <digitalmars-d-announce@puremagic.com> wrote:
>>>>
>>>> On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:
>>>>>
>>>>>
>>>>> I tried to gather support for a community game project (FeedBack).
>>>>> Lots of interest, but nobody actually joined the party when I kicked
>>>>> it off.
>>>>>
>>>>
>>>> Yeah I was one of those people who wanted to work on it. Unfortunately
>>>> that
>>>> was while I was working on DOOGLE and pre aurora commencing. That to me
>>>> really killed my enthusiasm.
>>>>
>>>> Personally I'm waiting for aurora before starting up on the GUI front.
>>>
>>>
>>> What's doogle and aurora? And why did that kill enthusiasm?
>>
>> DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
>> I would have replied earlier but it appears that there has been enough
>> changes with dub and dmd that it just won't. But I managed to grab an old
>> build and here is its output [2].
>> Not really that nice but hey, was my go at it.
>>
>> I was building it as pretty much the all in one toolbox for D and OpenGL and
>> with Aurora getting more support, the issues I was having continuing just
>> kinda was the last straw.
>> And anyways I'm better at web development then game dev. Never really
>> understood the 3d pipeline.
>
> Those aurora repos appear to be empty :/
> Is aurora intended to be a GUI toolkit?
Only DirectX has code so far from what I've heard and seen.

> I still think there's huge need for a realtime gfx environment GUI toolkit.
I'm completely on board with that, but I really don't have the skills for it. But hey we also need a web service framework aimed at enterprise in D and that's my target work now days.

> But if I were you, I wouldn't be marrying it to any particular gfx
> API. Just make sure to structure the API to allow backends (like
> OpenGL) to be plugged in.
It was designed to be completely independent of any 3d api. In theory you could have a different implementation of controls to a window.
But I never bothered going there considering.
In fact I had plans to make it like GWT does as another backend and hooking it up to Vibe.

>> [0] https://github.com/rikkimax/DOOGLE
>> [1] https://github.com/auroragraphics
>> [2]
>> https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/edit?usp=sharing

May 15, 2014
On Thu, May 15, 2014 at 7:22 PM, Rikki Cattermole via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:

> On 16/05/2014 1:38 a.m., Manu via Digitalmars-d-announce wrote:
>
>> On 15 May 2014 23:24, Rikki Cattermole via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
>>
>>> On 16/05/2014 12:07 a.m., Manu via Digitalmars-d-announce wrote:
>>>
>>>>
>>>> On 15 May 2014 16:30, Rikki Cattermole via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
>>>>
>>>>>
>>>>> On 15/05/2014 5:01 p.m., Manu via Digitalmars-d-announce wrote:
>>>>>
>>>>>>
>>>>>>
>>>>>> I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off.
>>>>>>
>>>>>>
>>>>> Yeah I was one of those people who wanted to work on it. Unfortunately
>>>>> that
>>>>> was while I was working on DOOGLE and pre aurora commencing. That to me
>>>>> really killed my enthusiasm.
>>>>>
>>>>> Personally I'm waiting for aurora before starting up on the GUI front.
>>>>>
>>>>
>>>>
>>>> What's doogle and aurora? And why did that kill enthusiasm?
>>>>
>>>
>>> DOOGLE[0] was my attempt at a gui toolkit. And aurora is this[1].
>>> I would have replied earlier but it appears that there has been enough
>>> changes with dub and dmd that it just won't. But I managed to grab an old
>>> build and here is its output [2].
>>> Not really that nice but hey, was my go at it.
>>>
>>> I was building it as pretty much the all in one toolbox for D and OpenGL
>>> and
>>> with Aurora getting more support, the issues I was having continuing just
>>> kinda was the last straw.
>>> And anyways I'm better at web development then game dev. Never really
>>> understood the 3d pipeline.
>>>
>>
>> Those aurora repos appear to be empty :/
>> Is aurora intended to be a GUI toolkit?
>>
> Only DirectX has code so far from what I've heard and seen.
>
>  I still think there's huge need for a realtime gfx environment GUI
>> toolkit.
>>
> I'm completely on board with that, but I really don't have the skills for it. But hey we also need a web service framework aimed at enterprise in D and that's my target work now days.
>
>
Interesting. What are you working on? Is it on github?


>  But if I were you, I wouldn't be marrying it to any particular gfx
>> API. Just make sure to structure the API to allow backends (like
>> OpenGL) to be plugged in.
>>
> It was designed to be completely independent of any 3d api. In theory you
> could have a different implementation of controls to a window.
> But I never bothered going there considering.
> In fact I had plans to make it like GWT does as another backend and
> hooking it up to Vibe.
>
>  [0] https://github.com/rikkimax/DOOGLE
>>> [1] https://github.com/auroragraphics
>>> [2]
>>> https://drive.google.com/file/d/0B-EiBquZktsLcGtMSmtMS1ZoZHM/
>>> edit?usp=sharing
>>>
>>
>


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