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January 11, 2013 Dgame | ||||
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At first: I apologize for any errors in my grammar because I'm from Germany and therefore English is not my native language. Dgame is a 2D framework for D and it is completly written in D. You can find the documentation, a few Tutorials and a detailed description on this website: http://dgame-dev.de If you found any errors or something else I would be glad for a short mail with your feedback. Thanks. P.S.: Please remember that this is only a first beta. So if some errors/bugs occur, be patient with me, and tell me about them. |
January 12, 2013 Re: Dgame | ||||
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Posted in reply to Namespace | Hey cool! I'll check this out later tonight, but how are you handling frame rate and things? |
January 12, 2013 Re: Dgame | ||||
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Posted in reply to Namespace | On Friday, 11 January 2013 at 23:57:07 UTC, Namespace wrote:
> At first: I apologize for any errors in my grammar because I'm from Germany and therefore English is not my native language.
>
> Dgame is a 2D framework for D and it is completly written in D.
> You can find the documentation, a few Tutorials and a detailed description on this website: http://dgame-dev.de
>
> If you found any errors or something else I would be glad for a short mail with your feedback. Thanks.
>
> P.S.: Please remember that this is only a first beta. So if some errors/bugs occur, be patient with me, and tell me about them.
Awesome! And nicely designed site.
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January 12, 2013 Re: Dgame | ||||
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Posted in reply to Bernard Helyer | On Saturday, 12 January 2013 at 02:05:31 UTC, Bernard Helyer wrote:
> Hey cool! I'll check this out later tonight, but how are you handling frame rate and things?
You mean how I limit the framerate?
I delay the execution of the game loop for a very brief moment. For example if you limit to 15 frames for (15/1000) msecs.
F i L: Thanks. :)
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January 12, 2013 Re: Dgame | ||||
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Posted in reply to Namespace | On Saturday, 12 January 2013 at 10:42:55 UTC, Namespace wrote:
> On Saturday, 12 January 2013 at 02:05:31 UTC, Bernard Helyer wrote:
>> Hey cool! I'll check this out later tonight, but how are you handling frame rate and things?
>
> You mean how I limit the framerate?
> I delay the execution of the game loop for a very brief moment. For example if you limit to 15 frames for (15/1000) msecs.
>
> F i L: Thanks. :)
So it's a single threaded game loop? Just wondering if there wasn't
any kind of fancy logic/render loop split, is all.
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January 12, 2013 Re: Dgame | ||||
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Posted in reply to Bernard Helyer | On Saturday, 12 January 2013 at 20:52:35 UTC, Bernard Helyer wrote:
> On Saturday, 12 January 2013 at 10:42:55 UTC, Namespace wrote:
>> On Saturday, 12 January 2013 at 02:05:31 UTC, Bernard Helyer wrote:
>>> Hey cool! I'll check this out later tonight, but how are you handling frame rate and things?
>>
>> You mean how I limit the framerate?
>> I delay the execution of the game loop for a very brief moment. For example if you limit to 15 frames for (15/1000) msecs.
>>
>> F i L: Thanks. :)
>
> So it's a single threaded game loop?
Yes, at the moment that's the fact.
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January 12, 2013 Re: Dgame | ||||
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Posted in reply to Namespace | >If you use dmd 2.061 you have to merge the current dmd stuff with this pull
I've a much better idea; I'm going to not use dgame
until I can use it with a shipped DMD.
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January 12, 2013 Re: Dgame | ||||
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Posted in reply to Bernard Helyer | On Saturday, 12 January 2013 at 22:51:47 UTC, Bernard Helyer wrote:
>>If you use dmd 2.061 you have to merge the current dmd stuff with this pull
>
> I've a much better idea; I'm going to not use dgame
> until I can use it with a shipped DMD.
Then you must wait for dmd 2.062 or whenever Walter will merge this pull. As I said Dgame is yet only a Beta. But I needed this functionality because structs aren't lvalues since 2.060 but there is still no replacement like auto ref. Since 2.059 there are only many discussions about a solution. So I hope that in 2.062 auto ref is implemented.
But I don't see the problem to merge this pull by your own.
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January 13, 2013 Re: Dgame | ||||
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Posted in reply to Namespace | > But I don't see the problem to merge this pull by your own.
The problem is having a different compiler for dgame. If you do development you don't want to use something else other than 2.061 right now. But dgame forces you to setup a second compiler. Also distributing anyhting you did with dgame is hard, because no one will compile the compiler and merge that pull in only to see a rotating triangle.
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January 13, 2013 Re: Dgame | ||||
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Posted in reply to David | On Sunday, 13 January 2013 at 10:50:23 UTC, David wrote:
>> But I don't see the problem to merge this pull by your own.
>
> The problem is having a different compiler for dgame. If you do
> development you don't want to use something else other than 2.061 right
> now. But dgame forces you to setup a second compiler. Also distributing
> anyhting you did with dgame is hard, because no one will compile the
> compiler and merge that pull in only to see a rotating triangle.
That is true. I hope that the pull is merged in the near future. Until that happens I will continue the work on Dgame.
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