January 29, 2014 Reviving YAGE | ||||
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I've started a fork of YAGE in an attempt to revive it. So far I'm still working on porting it to build with dub and D2, but it's coming along faster than I had expected. I figured I should let people know in case anyone wants to help. https://bitbucket.org/simcop2387/yage |
January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Ryan Voots | On Wednesday, 29 January 2014 at 18:07:10 UTC, Ryan Voots wrote:
> I've started a fork of YAGE in an attempt to revive it. So far I'm still working on porting it to build with dub and D2, but it's coming along faster than I had expected. I figured I should let people know in case anyone wants to help.
>
> https://bitbucket.org/simcop2387/yage
I couldn't find anything that says what YAGE is. I suspect a game engine from some of the commits.
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January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Brad Anderson | > I couldn't find anything that says what YAGE is. I suspect a game engine from some of the commits. http://yage3d.net/ |
January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Brad Anderson | On 1/29/14, Brad Anderson <eco@gnuk.net> wrote: > I couldn't find anything that says what YAGE is. I suspect a game engine from some of the commits. It looked promising the last time I saw it (which was years ago): http://yage3d.net/ |
January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Ryan Voots | On 1/29/14, Ryan Voots <simcop2387@simcop2387.info> wrote:
> but it's coming along faster than I had expected.
Is it already buildable? Any samples work? Nice that you're working on it.
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January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Andrej Mitrovic | On Wednesday, 29 January 2014 at 18:15:57 UTC, Andrej Mitrovic wrote:
> On 1/29/14, Ryan Voots <simcop2387@simcop2387.info> wrote:
>> but it's coming along faster than I had expected.
>
> Is it already buildable? Any samples work? Nice that you're working on it.
Not buildable yet, but i've managed to get it started building in dub and resolved almost all of the dependencies with it. The only one it's missing is the bindings for GLU directly which i'll likely end up writing out of the engine once it starts compiling and then breaking during linking from unresolved symbols and such.
Most of the APIs it used have changed in the 2 years or so since it was last really updated so there's quite a bit of work ahead, and I plan on getting it to GL3+ once it's building and the demos run. The fun part will be to get it to be idiomatic D2 once it's building and working, I imagine that will be a nearly never-ending battle unless someone just rewrites large parts of it (this might end up happening if I get to it).
It's definitely got enough of the boilerplate stuff for building a game that doing this port should certainly help me with my project so I figured I'll let it help other's too.
That said I've made some good progess these past two days on getting it to build at least so it should hopefully not be much longer (hoping i'll have it building but not running properly in a week or so).
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January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Ryan Voots | On 1/29/14, Ryan Voots <simcop2387@simcop2387.info> wrote:
> https://bitbucket.org/simcop2387/yage
Hmm.. 70MB repository. I think those binary files or whatever is making the repo big should be moved elsewhere.
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January 29, 2014 Re: Reviving YAGE | ||||
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On 1/29/14, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
> On 1/29/14, Ryan Voots <simcop2387@simcop2387.info> wrote:
>> https://bitbucket.org/simcop2387/yage
>
> Hmm.. 70MB repository. I think those binary files or whatever is making the repo big should be moved elsewhere.
It seems cloning from bitbucket seems to be slow for me. Downloading the zipped version of the repo is fast though. Maybe their servers are just slow today, that's all.
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January 29, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Ryan Voots | On 1/29/14, Ryan Voots <simcop2387@simcop2387.info> wrote:
> I've started a fork of YAGE in an attempt to revive it.
Most of the links on the yage homepage seem to be dead. But I'm wondering whether any games were made that used Yage?
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January 30, 2014 Re: Reviving YAGE | ||||
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Posted in reply to Andrej Mitrovic | On Wednesday, 29 January 2014 at 21:03:00 UTC, Andrej Mitrovic
wrote:
> On 1/29/14, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
>> On 1/29/14, Ryan Voots <simcop2387@simcop2387.info> wrote:
>>> https://bitbucket.org/simcop2387/yage
>>
>> Hmm.. 70MB repository. I think those binary files or whatever is
>> making the repo big should be moved elsewhere.
>
> It seems cloning from bitbucket seems to be slow for me. Downloading
> the zipped version of the repo is fast though. Maybe their servers are
> just slow today, that's all.
I'd agree about moving them to another repo. once I get it
working I'll likely look at moving it somewhere else actually.
its only in bit bucket because it was easy to fork there. no
idea if any games of any substance were made with it. my plan is
basically to get the demos going as a test of if the port is done
and then work on improving it/adding features. my aims are a
top-downish RPG that has been in design for roughly 2/3 of my
life (coincidentally when I started programming). many versions
made none finished for lack of a developed story but that has
changed recently.
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