May 15, 2014
On Thursday, 15 May 2014 at 14:55:46 UTC, Adil Baig via
Digitalmars-d-announce wrote:
> 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?
It is indeed and on dub repository.

https://github.com/rikkimax/Cmsed
https://github.com/rikkimax/Dvorm
May 15, 2014
On 5/15/14, Manu via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> You never mentioned that you were deterred by performance, I can go and make it run at a thousand fps if you like :)

Bah I feel terrible for even saying what I said. I tested it on a
9600GT (yeah it's old, but UT3 worked fine on it, so.. :) ).

But I own a Radeon R7 250 now and it's running at a solid 60FPS, no framedrops at all. And it's actually displaying some graphics that weren't there before. I think I may just have had some buggy drivers on my old GPU. It's running beautifully, playing the Bohemian Rhapsody.

So, apologies for that rant. Maybe I'll add some silly graphics in a pull request and you won't say nobody contributed! Stay tuned. :)
May 16, 2014
On 16 May 2014 04:39, 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:
>> You never mentioned that you were deterred by performance, I can go and make it run at a thousand fps if you like :)
>
> Bah I feel terrible for even saying what I said. I tested it on a
> 9600GT (yeah it's old, but UT3 worked fine on it, so.. :) ).
>
> But I own a Radeon R7 250 now and it's running at a solid 60FPS, no framedrops at all. And it's actually displaying some graphics that weren't there before. I think I may just have had some buggy drivers on my old GPU. It's running beautifully, playing the Bohemian Rhapsody.
>
> So, apologies for that rant. Maybe I'll add some silly graphics in a pull request and you won't say nobody contributed! Stay tuned. :)

Okay... well, I'm sure it does perform terrible anyway, I've done literally no work on rendering. It's just hacky 2 minute throw-away rendering code to display something on the screen.

Out of curiosity, are you running Linux or Windows? I barely test the linux build (I just got it to work), so I can't really comment on it's performance. If a linux user would like to hit it with a profiler and see if I've done anything stupid in the linux code, that'd be useful. The linux build also needs better input and midi code to be properly playable.
May 16, 2014
On 5/16/14, Manu via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> Out of curiosity, are you running Linux or Windows?

Win7.
May 16, 2014
On 5/14/14, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
> I am starting an initiative for everyone interested in D game development by creating the github organization d-gamedev-team[1].

Just ported the imgui library to D. It's a minimal OpenGL GUI library, useful for things like tweaking parameters. Have a look here (screenshot included):

https://github.com/d-gamedev-team/dimgui http://code.dlang.org/packages/dimgui
May 17, 2014
On Friday, 16 May 2014 at 13:53:07 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote:
> On 5/14/14, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
>> I am starting an initiative for everyone interested in D game
>> development by creating the github organization d-gamedev-team[1].
>
> Just ported the imgui library to D. It's a minimal OpenGL GUI library,
> useful for things like tweaking parameters. Have a look here
> (screenshot included):
>
> https://github.com/d-gamedev-team/dimgui
> http://code.dlang.org/packages/dimgui

This is pretty awesome - don't need to write my own anymore. How does it handle fonts? Does it depend on FreeType or something like that?
May 17, 2014
On 5/17/14, Kiith-Sa via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> This is pretty awesome - don't need to write my own anymore. How does it handle fonts? Does it depend on FreeType or something like that?

It uses a copy of this file: nothings.org/stb/stb_truetype.h

Ideally it would use FreeType though, to be Unicode-aware and whatnot.
May 17, 2014
On 5/17/14, Kiith-Sa via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> This is pretty awesome - don't need to write my own anymore.

You have some pretty cool repositories on Github! I haven't yet tried to build anything, but I see lots of things D and gamedev-related. Pretty cool!
May 17, 2014
On 5/15/14, evilrat via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> 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...

I'm not a linux guy, but I find DirectX to be hugely verbose, and then there's the whole platform-dependency issue. Still, DirectX is hugely important to game developers (not to mention things like D3D having much better device drivers), so your project will likely be appreciated in the future. I think it's just that there are very few game developers around that use D right now. Things will change for sure!

Probably with a good D wrapper coding in DirectX could be fun, especially since the API is apparently stateless.

Btw, I think Adam Wilson mentioned that your bindings are slightly out of date. He apparently hosts newer bindings here: https://github.com/auroragraphics/directx
May 17, 2014
On Saturday, 17 May 2014 at 19:00:12 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote:
> Probably with a good D wrapper coding in DirectX could be fun,
> especially since the API is apparently stateless.
>
> Btw, I think Adam Wilson mentioned that your bindings are slightly out
> of date. He apparently hosts newer bindings here:
> https://github.com/auroragraphics/directx

my bindings is for DirectX 11 mostly, a bit of d3d10 which is necessary, but there is no 2D or any other stuff from DirectX 9 at all. as for 'freshness', well, i probably need to clean up a bit and add recent features(which is anyway will not go mainstream). the question is do i really need this? no interest from community means waste of time and effort...