Jump to page: 1 2 3
Thread overview
OpenGL Examples in D and a birth of a New Initiative
May 14, 2014
Andrej Mitrovic
May 15, 2014
Dicebot
May 16, 2014
Andrej Mitrovic
May 19, 2014
Colden Cullen
May 19, 2014
Andrej Mitrovic
May 19, 2014
Kiith-Sa
May 19, 2014
Colden Cullen
May 19, 2014
Kiith-Sa
May 19, 2014
Colden Cullen
May 19, 2014
Andrej Mitrovic
May 21, 2014
Andrej Mitrovic
May 21, 2014
Andrej Mitrovic
May 19, 2014
Andrej Mitrovic
May 21, 2014
Andrej Mitrovic
May 21, 2014
Vova616
May 21, 2014
Andrej Mitrovic
May 19, 2014
Andrej Mitrovic
May 19, 2014
Colden Cullen
May 19, 2014
ponce
May 19, 2014
Colden Cullen
May 19, 2014
Ben Boeckel
May 19, 2014
Andrej Mitrovic
May 14, 2014
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 Wednesday, 14 May 2014 at 19:32:22 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote:
> I am starting an initiative for everyone interested in D game
> development by creating the github organization d-gamedev-team[1].
> ...
> [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

I think it is a very good initiative to start creating community teams of D hackers interested in specific domains. Can be beneficial for both spreading the information and lobbying needed changes in D/Phobos.

Game dev is not my area of interest but I wish you best luck :)
May 16, 2014
On 5/15/14, Dicebot via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> I think it is a very good initiative to start creating community teams of D hackers interested in specific domains. Can be beneficial for both spreading the information and lobbying needed changes in D/Phobos.

Yeah. I plan on writing some blog posts as well to get things going.

> Game dev is not my area of interest but I wish you best luck :)

Thanks!
May 19, 2014
This is such a great effort to see! I’m currently the lead engine
programmer at Circular Studios[1], working on the Dash Engine[2].
I just posted some more info about us in D.announce[3]. I think
that gfm is super cool, and I can totally see us starting to use
that for object oriented wrappers around stuff we’re currently
using (FreeImage, AssImp, OpenGL, etc.). We’re definitely
interested in contributing anything we can going forward.

[1] http://circularstudios.com/
[2] http://github.com/Circular-Studios/Dash
[3]
http://forum.dlang.org/thread/qnaqymkehjvopwxwvwig@forum.dlang.org
May 19, 2014
On 5/19/14, Colden Cullen via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> This is such a great effort to see!

I'm liking the enthusiasm!

Btw, I'm currently porting the Box2D physics engine to D. I've already ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it has continuous collision detection which allows bullet-style physics without worry about physical shapes "disappearing from the screen". Box2D is also a C++ library, whereas Chipmunk is a C library.

I'm close to being done. I have some debugging to do and the complete test-suite is almost entirely ported.
May 19, 2014
On 5/19/14, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
> Btw, I'm currently porting the Box2D physics engine to D.

For a second there I thought Dash was a 2D game engine, but it's a 3D one, which is awesome! 2D physics can still be used with 3D graphics to some great effect. But ultimately I would really want us to have a 3D physics engine.

I've been eyeing the Bullet physics engine. There have been several attempts at writing bindings, but I think we (s/we/I) should make a port instead. It will definitely take some work though. Porting Box2D took me personally about two days of work (~20Kloc C++ codebase), Bullet is ~150Kloc, but using things like regex for conversion wouldn't scale here. Using a modified parser such as Daniel Murphy's magicport or a C++ parser based on DScanner would probably work.

Anyway, I'm just rumbling out loud here to some of my future plans. All of this will likely take a longer initial delay because I'm relocating soon, so things will be hectic. :)
May 19, 2014
On Mon, May 19, 2014 at 22:46:33 +0200, Andrej Mitrovic via Digitalmars-d-announce wrote:
> For a second there I thought Dash was a 2D game engine, but it's a 3D one, which is awesome! 2D physics can still be used with 3D graphics to some great effect. But ultimately I would really want us to have a 3D physics engine.

Derelict has a module[1] for ODE[2].

--Ben

[1]https://github.com/DerelictOrg/DerelictODE [2]http://www.ode.org/
May 19, 2014
On Monday, 19 May 2014 at 20:46:43 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote:
> On 5/19/14, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
>> Btw, I'm currently porting the Box2D physics engine to D.
>
> For a second there I thought Dash was a 2D game engine, but it's a 3D
> one, which is awesome! 2D physics can still be used with 3D graphics
> to some great effect. But ultimately I would really want us to have a
> 3D physics engine.
>
> I've been eyeing the Bullet physics engine. There have been several
> attempts at writing bindings, but I think we (s/we/I) should make a
> port instead. It will definitely take some work though. Porting Box2D
> took me personally about two days of work (~20Kloc C++ codebase),
> Bullet is ~150Kloc, but using things like regex for conversion
> wouldn't scale here. Using a modified parser such as Daniel Murphy's
> magicport or a C++ parser based on DScanner would probably work.
>
> Anyway, I'm just rumbling out loud here to some of my future plans.
> All of this will likely take a longer initial delay because I'm
> relocating soon, so things will be hectic. :)

Good to hear about Box2D! We just had someone approach us about using our engine for a 2D physics based game, so we'll definitely point him in your direction.

As far as bullet goes, that would be amazing, but definitely no small undertaking. We talked about it internally, but decided it wasn't worth the time for just trying to get Dash off the ground. You should know, though, that if you do it, you'll have at least one user :)
May 19, 2014
On 5/19/14, Ben Boeckel via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote:
> Derelict has a module[1] for ODE[2].

I've heard about ODE but I'm not sure about the state it's in these days. Bullet seems to be the place of active development. I've yet to try it though so I can't really give a proper review.
May 19, 2014
On Monday, 19 May 2014 at 20:44:59 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote:
> On 5/19/14, Colden Cullen via Digitalmars-d-announce
> <digitalmars-d-announce@puremagic.com> wrote:
>> This is such a great effort to see!
>
> I'm liking the enthusiasm!
>
> Btw, I'm currently porting the Box2D physics engine to D. I've already
> ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it
> has continuous collision detection which allows bullet-style physics
> without worry about physical shapes "disappearing from the screen".
> Box2D is also a C++ library, whereas Chipmunk is a C library.
>
> I'm close to being done. I have some debugging to do and the complete
> test-suite is almost entirely ported.

Box2D would be awesome. I'm about to start a project that would greatly benefit from good 2D physics (I used simple AABB till now simply because physics is too much of a PITA)

How do you port 20kloc in 2 days?
D:YAML took me months (although it was python w/ some dynamic classes)
« First   ‹ Prev
1 2 3