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digitalmars.D - I released my first library!

reply "Vladde Nordholm" <v vladde.net> writes:
For the past week I've been working on my first small 
cross-platform gamedev-ish console rendering library for d, and I 
call it clayers. It has been a fun learning process, as I've used 
many new programs and features.

The whole thing is written in vim, which I've never used until 
now. I got a better understanding of how git works by using the 
terminal, instead of a GUI. For the first time I used version() 
for different functions. Finally, I added a releasetag, and then 
registered it to dub.

While I didn't think about it while writing the code, I've gotten 
a better knowledge of how all of these things work. And this 
extra stuff I learnt without even thinking about it. GC is 
something I've never though about before, but thanks to people 
from #d I now have a better understanding of how it works. Thanks!

As for actually writing code: I've gotten to design the library 
myself, debugged it, and everything that comes with making an 
library. I've had discussions with people about the rendering and 
generally come to good terms with many in the #d channel. Thanks 
to the whole D community it became more fun than I'd ever imagine.

Thanks for being here D-people!

---

The dub package: http://code.dlang.org/packages/clayers
Jun 25 2015
next sibling parent reply "Kelet" <kelethunter gmail.com> writes:
On Thursday, 25 June 2015 at 14:56:34 UTC, Vladde Nordholm wrote:
 For the past week I've been working on my first small 
 cross-platform gamedev-ish console rendering library for d, and 
 I call it clayers. It has been a fun learning process, as I've 
 used many new programs and features.

 The whole thing is written in vim, which I've never used until 
 now. I got a better understanding of how git works by using the 
 terminal, instead of a GUI. For the first time I used version() 
 for different functions. Finally, I added a releasetag, and 
 then registered it to dub.

 While I didn't think about it while writing the code, I've 
 gotten a better knowledge of how all of these things work. And 
 this extra stuff I learnt without even thinking about it. GC is 
 something I've never though about before, but thanks to people 
 from #d I now have a better understanding of how it works. 
 Thanks!

 As for actually writing code: I've gotten to design the library 
 myself, debugged it, and everything that comes with making an 
 library. I've had discussions with people about the rendering 
 and generally come to good terms with many in the #d channel. 
 Thanks to the whole D community it became more fun than I'd 
 ever imagine.

 Thanks for being here D-people!

 ---

 The dub package: http://code.dlang.org/packages/clayers
Awesome, congrats on releasing your first library. If you intend to work on it further, I'd like to see: - A way to call a function when a specific key is pressed (key binding) - More portability, better support for other terminals; see termbox source code for a reasonable level of portability - Colors! But I guess we could probably combine your library with the "color" library for that, right? I do enjoy the gif that shows the functionality. I bet using Unicode characters for borders and such would look nice.
Jun 25 2015
next sibling parent Rikki Cattermole <alphaglosined gmail.com> writes:
On 26/06/2015 12:45 p.m., Kelet wrote:
 On Thursday, 25 June 2015 at 14:56:34 UTC, Vladde Nordholm wrote:
 For the past week I've been working on my first small cross-platform
 gamedev-ish console rendering library for d, and I call it clayers. It
 has been a fun learning process, as I've used many new programs and
 features.

 The whole thing is written in vim, which I've never used until now. I
 got a better understanding of how git works by using the terminal,
 instead of a GUI. For the first time I used version() for different
 functions. Finally, I added a releasetag, and then registered it to dub.

 While I didn't think about it while writing the code, I've gotten a
 better knowledge of how all of these things work. And this extra stuff
 I learnt without even thinking about it. GC is something I've never
 though about before, but thanks to people from #d I now have a better
 understanding of how it works. Thanks!

 As for actually writing code: I've gotten to design the library
 myself, debugged it, and everything that comes with making an library.
 I've had discussions with people about the rendering and generally
 come to good terms with many in the #d channel. Thanks to the whole D
 community it became more fun than I'd ever imagine.

 Thanks for being here D-people!

 ---

 The dub package: http://code.dlang.org/packages/clayers
Awesome, congrats on releasing your first library. If you intend to work on it further, I'd like to see: - A way to call a function when a specific key is pressed (key binding)
Yes please! Can you say buttons + menus?
 - More portability, better support for other terminals; see termbox
 source code for a reasonable level of portability
 - Colors! But I guess we could probably combine your library with the
 "color" library for that, right?
https://github.com/yamadapc/d-colorize
 I do enjoy the gif that shows the functionality. I bet using Unicode
 characters for borders and such would look nice.
Another nice feature would be to lock and unlock able to have characters appear for input as part of the key binding. With that textboxs could be made.
Jun 25 2015
prev sibling parent "vladde" <v vladde.net> writes:
On Friday, 26 June 2015 at 00:45:41 UTC, Kelet wrote:
 Awesome, congrats on releasing your first library. If you 
 intend to work on it further, I'd like to see:
 - A way to call a function when a specific key is pressed (key 
 binding)
 - More portability, better support for other terminals; see 
 termbox source code for a reasonable level of portability
 - Colors! But I guess we could probably combine your library 
 with the "color" library for that, right?

 I do enjoy the gif that shows the functionality. I bet using 
 Unicode characters for borders and such would look nice.
Thanks! Key input is a thing I've been thinking about. Since I've already made a game in a console environment I know that key input sucks. The best thing to key input that I've seen so far is SDL which doesn't work with consoles. My idea as of now would be to make a new library (sometime) that handles key input amazingly, which would work hand in hand with this library. Colors is something I'm working on, and I really want to implement it as soon as possible. As for portability, I'm not really sure what you mean by that. I do however want to make this library work on as many platforms/terminals as possible!
Jun 27 2015
prev sibling next sibling parent "data man" <datamanrb gmail.com> writes:
On Thursday, 25 June 2015 at 14:56:34 UTC, Vladde Nordholm wrote:
 For the past week I've been working on my first small 
 cross-platform gamedev-ish console rendering library for d, and 
 I call it clayers. It has been a fun learning process, as I've 
 used many new programs and features.

 [...]
Congrats! Maybe would be useful to grab some ideas from d-tui. https://github.com/klamonte/d-tui
Jun 25 2015
prev sibling next sibling parent "Idle Reef Fly" <irf eastnet.com> writes:
On Thursday, 25 June 2015 at 14:56:34 UTC, Vladde Nordholm wrote:
 For the past week I've been working on my first small 
 cross-platform gamedev-ish console rendering library for d, and 
 I call it clayers. It has been a fun learning process, as I've 
 used many new programs and features.

 [...]
next time post in anounce. it's better to spread to the world. General D Discussion are displayed in index Active discussion div from 10 messages and announces are always in their dedicated div.
Jun 26 2015
prev sibling parent "Per =?UTF-8?B?Tm9yZGzDtnci?= <per.nordlow gmail.com> writes:
On Thursday, 25 June 2015 at 14:56:34 UTC, Vladde Nordholm wrote:
 The dub package: http://code.dlang.org/packages/clayers
Great!
Jun 26 2015