May 20, 2014
On Tuesday, 20 May 2014 at 13:12:30 UTC, Colden Cullen wrote:
> 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).

I presume you force a collection before the main loop starts?
May 20, 2014
On Tuesday, 20 May 2014 at 13:40:43 UTC, John Colvin wrote:
> I presume you force a collection before the main loop starts?

Yup! As of very recently :)

https://github.com/Circular-Studios/Dash/commit/2535556f970752e8ab41a03e4416394c2ce9c79d
May 20, 2014
On 20/05/14 15:14, Colden Cullen wrote:

> 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.

I see.

-- 
/Jacob Carlborg
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