digitalmars.D.announce - Dash: An Open Source Game Engine in D
- Colden Cullen (25/25) May 19 2014 Hi everyone,
- Justin Whear (11/41) May 19 2014 Very exciting! Thank for the very liberal license; this is a great
- Colden Cullen (13/29) May 19 2014 Thanks! We're super excited. We wanted to make sure that anyone
- Walter Bright (4/6) May 19 2014 http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_g...
- Colden Cullen (7/14) May 19 2014 Good call, check it out here[1]. We also have an /r/gamedev
- Walter Bright (2/8) May 19 2014 Wonderful!
- Kiith-Sa (10/36) May 19 2014 Looks awesome.
- Daniel Jost (4/7) May 19 2014 We'll be switching off of readme.io to homebrew docs[1] hosted on
- Colden Cullen (3/11) May 19 2014 This is super super not ready yet though, unfortunately. It will
- w0rp (5/31) May 19 2014 This is all awesome. I'll have to check this out.
- Colden Cullen (4/8) May 19 2014 You're definitely right about the "core" naming, but my plan is
- Matt Soucy (5/19) May 19 2014 Congratulations on the release, guys!
- Rikki Cattermole (4/29) May 19 2014 Awesome to see!
- Colden Cullen (4/7) May 19 2014 Says the author of Duml :)
- Rikki Cattermole (4/12) May 19 2014 Selfish promotion ;) But yes, for this type of thing it definitely does
- Mineko (16/16) May 19 2014 Wow, good stuff, very impressive, I'm making a engine myself
- Colden Cullen (12/28) May 20 2014 Thanks! We're always open to contributors, just drop by our
- John Colvin (2/31) May 20 2014 I presume you force a collection before the main loop starts?
- Colden Cullen (3/4) May 20 2014 Yup! As of very recently :)
- Mengu (3/29) May 19 2014 seems you've made /r/gamedev community happy :)
- Jacob Carlborg (5/26) May 19 2014 This looks awesome :), but no support for OS X :(. What system is used
- Colden Cullen (5/7) May 20 2014 Right now we're using X11 on Linux and Win32 on Windows, but we
- Jacob Carlborg (4/8) May 20 2014 I see.
Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/
May 19 2014
On Mon, 19 May 2014 19:50:35 +0000, Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/Very exciting! Thank for the very liberal license; this is a great contribution to the community. I know you guys are probably crunching on the million things that stand between alpha and release, but when you have time, a series of blog posts or articles would be awesome. Topics such as your usage of mixins and your experience with the GC would be great and speak to the advantages of using D. BTW, The "Setting up Your Environment page" link on the main repo page (the README) is broken. Justin
May 19 2014
On Monday, 19 May 2014 at 20:45:51 UTC, Justin Whear wrote:Very exciting! Thank for the very liberal license; this is a great contribution to the community. I know you guys are probably crunching on the million things that stand between alpha and release, but when you have time, a series of blog posts or articles would be awesome. Topics such as your usage of mixins and your experience with the GC would be great and speak to the advantages of using D. BTW, The "Setting up Your Environment page" link on the main repo page (the README) is broken. JustinThanks! We're super excited. We wanted to make sure that anyone could do anything with it, hence the license. We're also all huge open source geeks, with no business people to tell us no :) We are super busy, but we've also been trying to blog as much as we can. Myself[1] and one of my teammates[2] have been blogging a little (although I should warn you, there is some cruft from a class we took requiring posts for other stuff). We do really want to get some more stuff on paper, though. If you've got any ideas for stuff you want to read, suggestions are absolutely welcome! Also, thanks for the heads up, I just fixed the link. [1] http://blog.coldencullen.com/ [2] http://blog.danieljost.com/
May 19 2014
On 5/19/2014 12:50 PM, Colden Cullen wrote:I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use!http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/ I recommend posting your message text on Reddit, as that will generate more interest than just a link.
May 19 2014
On Monday, 19 May 2014 at 20:52:04 UTC, Walter Bright wrote:On 5/19/2014 12:50 PM, Colden Cullen wrote:Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've gotten some good D-related questions. [1] http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv [2] http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use!http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/ I recommend posting your message text on Reddit, as that will generate more interest than just a link.
May 19 2014
On 5/19/2014 1:55 PM, Colden Cullen wrote:Good call, check it out here[1]. We also have an /r/gamedev post[2], where we've gotten some good D-related questions. [1] http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/chm21bv [2] http://www.reddit.com/r/gamedev/comments/25yub3/introducing_dash_an_opensource_game_engine_in_d/Wonderful!
May 19 2014
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/Looks awesome. Don't have time now (finals) but will check it out later. (I'm developing my own gamedev related... stuff so I'm unlikely to be a user but looks like it might finally be something a new user can pick up right away and just start making a game in D) For now all criticism I can give is that http://dash.circularstudios.com/v1.0/docs is completely useless with NoScript. At least put a warning for NoScript users.
May 19 2014
On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:For now all criticism I can give is that http://dash.circularstudios.com/v1.0/docs is completely useless with NoScript. At least put a warning for NoScript users.We'll be switching off of readme.io to homebrew docs[1] hosted on Github. [1] https://github.com/Circular-Studios/Dash-Docs
May 19 2014
On Monday, 19 May 2014 at 21:05:01 UTC, Daniel Jost wrote:On Monday, 19 May 2014 at 20:58:52 UTC, Kiith-Sa wrote:This is super super not ready yet though, unfortunately. It will be our focus (or mine, at least) for then next few weeks.For now all criticism I can give is that http://dash.circularstudios.com/v1.0/docs is completely useless with NoScript. At least put a warning for NoScript users.We'll be switching off of readme.io to homebrew docs[1] hosted on Github. [1] https://github.com/Circular-Studios/Dash-Docs
May 19 2014
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/This is all awesome. I'll have to check this out. I hate to be the guy who says "you missed a spot," but you did name one module in your source tree "core." You might want to rename that to avoid issues with core modules.
May 19 2014
On Monday, 19 May 2014 at 21:01:57 UTC, w0rp wrote:This is all awesome. I'll have to check this out. I hate to be the guy who says "you missed a spot," but you did name one module in your source tree "core." You might want to rename that to avoid issues with core modules.You're definitely right about the "core" naming, but my plan is to just qualify everything with a "dash" package instead, to make it super clear everywhere what's being imported.
May 19 2014
On 05/19/2014 03:50 PM, Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/Congratulations on the release, guys! -- Matt Soucy http://msoucy.me/
May 19 2014
On 20/05/2014 7:50 a.m., Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/Awesome to see! Will be looking forward to what ever you guys get up to. Only thing I can suggest, is get UML diagrams ext. Up on docs.
May 19 2014
On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:Awesome to see! Will be looking forward to what ever you guys get up to. Only thing I can suggest, is get UML diagrams ext. Up on docs.Says the author of Duml :) It's definitely something I want to do, I just haven't gotten the chance yet.
May 19 2014
On 20/05/2014 2:21 p.m., Colden Cullen wrote:On Tuesday, 20 May 2014 at 01:12:38 UTC, Rikki Cattermole wrote:Selfish promotion ;) But yes, for this type of thing it definitely does give confidence to new users that they can see this type of thing. And hey, when its practically free(work wise) why not?Awesome to see! Will be looking forward to what ever you guys get up to. Only thing I can suggest, is get UML diagrams ext. Up on docs.Says the author of Duml :) It's definitely something I want to do, I just haven't gotten the chance yet.
May 19 2014
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. :)
May 19 2014
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). We try to limit allocations during the main loop as much as possible, so very rarely do we actually have the GC run while the game is running. As long as you know what you're doing it's a pretty easy problem to avoid. [1] https://gitter.im/Circular-Studios/Dash
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:I presume you force a collection before the main loop starts?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).
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 Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements. [1] https://github.com/Circular-Studios/Dash [2] http://circularstudios.com/ [3] http://awesomium.com/ [4] https://code.google.com/p/chromiumembedded/seems you've made /r/gamedev community happy :) thanks for the hard work and wish you all the best.
May 19 2014
On 19/05/14 21:50, Colden Cullen wrote:Hi everyone, I’m super excited to be able to announce that the Dash game engine[1] is finally stable and ready for public use! I’m currently the Lead Engine Programmer at Circular Studios[2] (the group behind Dash). We had 14 people working on the team, 6 engine programmers and 8 game developers creating Spectral Robot Task Force, a turn-based strategy game built with Dash. Dash is an OpenGL engine written in the D language that runs on both Windows and Linux. We use a deferred-rendering model in the current pipeline, and a component model for game development and logic. Other major features at the moment include networking, skeletal-animation support, content and configuration loading via YAML, and UI support through Awesomium[3] (though we are in the process of moving over to using CEF[4] itself). Our vision for Dash is to have the programmer-facing model of XNA/Monogame combined with the designer-friendliness of Unity in a fully free and open source engine. We also hope that Dash can help to prove the power and maturity of D as a language, as well as push D to continue improving. We’re open to any feedback you may have, or better yet, we’d love to see pull requests for improvements.This looks awesome :), but no support for OS X :(. What system is used to render windows, custom or something like SDL? -- /Jacob Carlborg
May 19 2014
On Tuesday, 20 May 2014 at 06:26:50 UTC, Jacob Carlborg wrote:This looks awesome :), but no support for OS X :(. What system is used to render windows, custom or something like SDL?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.
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
May 20 2014