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digitalmars.D.announce - Dgame

reply "Namespace" <rswhite4 googlemail.com> writes:
At first: I apologize for any errors in my grammar because I'm 
from Germany and therefore English is not my native language.

Dgame is a 2D framework for D and it is completly written in D.
You can find the documentation, a few Tutorials and a detailed 
description on this website: http://dgame-dev.de

If you found any errors or something else I would be glad for a 
short mail with your feedback. Thanks.

P.S.: Please remember that this is only a first beta. So if some 
errors/bugs occur, be patient with me, and tell me about them.
Jan 11 2013
next sibling parent reply "Bernard Helyer" <b.helyer gmail.com> writes:
Hey cool! I'll check this out later tonight, but how are you 
handling frame rate and things?
Jan 11 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Saturday, 12 January 2013 at 02:05:31 UTC, Bernard Helyer 
wrote:
 Hey cool! I'll check this out later tonight, but how are you 
 handling frame rate and things?
You mean how I limit the framerate? I delay the execution of the game loop for a very brief moment. For example if you limit to 15 frames for (15/1000) msecs. F i L: Thanks. :)
Jan 12 2013
parent reply "Bernard Helyer" <b.helyer gmail.com> writes:
On Saturday, 12 January 2013 at 10:42:55 UTC, Namespace wrote:
 On Saturday, 12 January 2013 at 02:05:31 UTC, Bernard Helyer 
 wrote:
 Hey cool! I'll check this out later tonight, but how are you 
 handling frame rate and things?
You mean how I limit the framerate? I delay the execution of the game loop for a very brief moment. For example if you limit to 15 frames for (15/1000) msecs. F i L: Thanks. :)
So it's a single threaded game loop? Just wondering if there wasn't any kind of fancy logic/render loop split, is all.
Jan 12 2013
parent "Namespace" <rswhite4 googlemail.com> writes:
On Saturday, 12 January 2013 at 20:52:35 UTC, Bernard Helyer 
wrote:
 On Saturday, 12 January 2013 at 10:42:55 UTC, Namespace wrote:
 On Saturday, 12 January 2013 at 02:05:31 UTC, Bernard Helyer 
 wrote:
 Hey cool! I'll check this out later tonight, but how are you 
 handling frame rate and things?
You mean how I limit the framerate? I delay the execution of the game loop for a very brief moment. For example if you limit to 15 frames for (15/1000) msecs. F i L: Thanks. :)
So it's a single threaded game loop?
Yes, at the moment that's the fact.
Jan 12 2013
prev sibling next sibling parent "F i L" <witte2008 gmail.com> writes:
On Friday, 11 January 2013 at 23:57:07 UTC, Namespace wrote:
 At first: I apologize for any errors in my grammar because I'm 
 from Germany and therefore English is not my native language.

 Dgame is a 2D framework for D and it is completly written in D.
 You can find the documentation, a few Tutorials and a detailed 
 description on this website: http://dgame-dev.de

 If you found any errors or something else I would be glad for a 
 short mail with your feedback. Thanks.

 P.S.: Please remember that this is only a first beta. So if 
 some errors/bugs occur, be patient with me, and tell me about 
 them.
Awesome! And nicely designed site.
Jan 12 2013
prev sibling next sibling parent reply "Bernard Helyer" <b.helyer gmail.com> writes:
If you use dmd 2.061 you have to merge the current dmd stuff 
with this pull
I've a much better idea; I'm going to not use dgame until I can use it with a shipped DMD.
Jan 12 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Saturday, 12 January 2013 at 22:51:47 UTC, Bernard Helyer 
wrote:
If you use dmd 2.061 you have to merge the current dmd stuff 
with this pull
I've a much better idea; I'm going to not use dgame until I can use it with a shipped DMD.
Then you must wait for dmd 2.062 or whenever Walter will merge this pull. As I said Dgame is yet only a Beta. But I needed this functionality because structs aren't lvalues since 2.060 but there is still no replacement like auto ref. Since 2.059 there are only many discussions about a solution. So I hope that in 2.062 auto ref is implemented. But I don't see the problem to merge this pull by your own.
Jan 12 2013
parent reply David <d dav1d.de> writes:
 But I don't see the problem to merge this pull by your own.
The problem is having a different compiler for dgame. If you do development you don't want to use something else other than 2.061 right now. But dgame forces you to setup a second compiler. Also distributing anyhting you did with dgame is hard, because no one will compile the compiler and merge that pull in only to see a rotating triangle.
Jan 13 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Sunday, 13 January 2013 at 10:50:23 UTC, David wrote:
 But I don't see the problem to merge this pull by your own.
The problem is having a different compiler for dgame. If you do development you don't want to use something else other than 2.061 right now. But dgame forces you to setup a second compiler. Also distributing anyhting you did with dgame is hard, because no one will compile the compiler and merge that pull in only to see a rotating triangle.
That is true. I hope that the pull is merged in the near future. Until that happens I will continue the work on Dgame.
Jan 13 2013
parent "Namespace" <rswhite4 googlemail.com> writes:
A second beta from Dgame is ready to test.
As long as dmd has nothing compareable to 'const&' I banished 
'auto ref' and use the workaround: two functions, one with, one 
without ref.

New:
  - the Audio package (.wave, .ogg and .vorbis files are ready to 
use)
  - several bug fixes and overworked code.

Note that Dgame is still a beta. But as far as I can see, the 
next step is a stable final version.

Link: http://dgame-dev.de/
Jan 29 2013
prev sibling parent reply Iain Buclaw <ibuclaw ubuntu.com> writes:
On 11 January 2013 23:57, Namespace <rswhite4 googlemail.com> wrote:

 At first: I apologize for any errors in my grammar because I'm from
 Germany and therefore English is not my native language.

 Dgame is a 2D framework for D and it is completly written in D.
 You can find the documentation, a few Tutorials and a detailed description
 on this website: http://dgame-dev.de

 If you found any errors or something else I would be glad for a short mail
 with your feedback. Thanks.

 P.S.: Please remember that this is only a first beta. So if some
 errors/bugs occur, be patient with me, and tell me about them.
I see no makefiles to build Dgame. :o) -- Iain Buclaw *(p < e ? p++ : p) = (c & 0x0f) + '0';
Jan 29 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
 I see no makefiles to build Dgame. :o)
Now. ;) But actually the needed .lib files are in the directories 'Debug' and 'Release'. Don't forget to read this tutorial: http://dgame-dev.de/?page=tutorial&tut=installation I should link this on the download page, also.
Jan 29 2013
parent reply David <d dav1d.de> writes:
Am 29.01.2013 15:54, schrieb Namespace:
 I see no makefiles to build Dgame. :o)
Now. ;) But actually the needed .lib files are in the directories 'Debug' and 'Release'. Don't forget to read this tutorial: http://dgame-dev.de/?page=tutorial&tut=installation I should link this on the download page, also.
─[dav1d ArchBox][/tmp/Dgame/Release]╼ file Dgame.lib Dgame.lib: Microsoft Visual C library Obviously nothing you can use on Linux, a makefile would solve that, let everyone build dgame on linux on it's own
Jan 29 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Tuesday, 29 January 2013 at 15:00:43 UTC, David wrote:
 Am 29.01.2013 15:54, schrieb Namespace:
 I see no makefiles to build Dgame. :o)
Now. ;) But actually the needed .lib files are in the directories 'Debug' and 'Release'. Don't forget to read this tutorial: http://dgame-dev.de/?page=tutorial&tut=installation I should link this on the download page, also.
─[dav1d ArchBox][/tmp/Dgame/Release]╼ file Dgame.lib Dgame.lib: Microsoft Visual C library Obviously nothing you can use on Linux, a makefile would solve that, let everyone build dgame on linux on it's own
Ahh. That could be a problem: I hate makefiles and never wrote one. The "makefiles" that I use are now in the .zip. But I think they are still windows only. I would be glad if some of you could help me. Otherwise I must figure it out tonight.
Jan 29 2013
parent reply David <d dav1d.de> writes:
Am 29.01.2013 16:10, schrieb Namespace:
 Ahh. That could be a problem: I hate makefiles and never wrote one.
Hehe, to quote "ibuclaw": `make no-sense` It doesn't need to be a makefile, some kind of build-script, which automates the process of building the library. E.g. a d file which compiles the stuff for you: rdmd build.d
Jan 29 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Tuesday, 29 January 2013 at 15:19:37 UTC, David wrote:
 Am 29.01.2013 16:10, schrieb Namespace:
 Ahh. That could be a problem: I hate makefiles and never wrote 
 one.
Hehe, to quote "ibuclaw": `make no-sense` It doesn't need to be a makefile, some kind of build-script, which automates the process of building the library. E.g. a d file which compiles the stuff for you: rdmd build.d
Seems I have to edit my tutorials and my installations guide. You have now a build script. Thanks to aladacron, I adapted his build script from derelict. Compile build.d and let it run. Your lib files are generated in the directory "lib/MODE" where MODE is the current mode. Compile normal and MODE is Release, compile with -debug and MODE is Debug. The only problem is currently, that I have no experiences with GDC and LDC, so I have no idea which flags they use for debug mode. Because of that, Debug build works currently only for dmd. But I will fix this later.
Jan 29 2013
next sibling parent reply "Namespace" <rswhite4 googlemail.com> writes:
Forget to say:
Because of the new build script you have now a lib file for each 
package of Dgame.
Jan 29 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
I will pause the development / completion of Dgame and generally 
my work with D. If D should eventually solve the const& problem 
(and I underline the 'if'), that would be one reason to turn back.
Feb 03 2013
parent reply David <d dav1d.de> writes:
Am 03.02.2013 23:49, schrieb Namespace:
 I will pause the development / completion of Dgame and generally my work
 with D. If D should eventually solve the const& problem (and I underline
 the 'if'), that would be one reason to turn back.
Wow, const& is your biggest concern? I could list way more important reasons to stop developing D than "const&" which can be easily worked around.
Feb 04 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Monday, 4 February 2013 at 14:12:58 UTC, David wrote:
 Am 03.02.2013 23:49, schrieb Namespace:
 I will pause the development / completion of Dgame and 
 generally my work
 with D. If D should eventually solve the const& problem (and I 
 underline
 the 'if'), that would be one reason to turn back.
Wow, const& is your biggest concern? I could list way more important reasons to stop developing D than "const&" which can be easily worked around.
Yes, for me that's the biggest concern. My fellow students and I used D for simulations and such things (That's the main reason I started the creation of Dgame) and that's why we often use structs instead of classes. But without something similar as const&, structs are unhandy. So we went back to C++ where we have what we need/want. And since C++11 it isn't so much different than using D. But I still hope, that D will solve the const& problem. It's about time.
Feb 04 2013
parent reply "kiskami" <kiskami freemail.hu> writes:
On Monday, 4 February 2013 at 17:12:32 UTC, Namespace wrote:
 Yes, for me that's the biggest concern.
 My fellow students and I used D for simulations and such things 
 (That's the main reason I started the creation of Dgame) and 
 that's why we often use structs instead of classes. But without 
 something similar as const&, structs are unhandy. So we went
Please someone explain me, what are the big differences beetween using const &struct and const (ref)class??? What aspect of using stucts vs classes is so strong??? The above reasoning makes no sense for me, sorry.
Feb 04 2013
parent reply David <d dav1d.de> writes:
 The above reasoning makes no sense for me, sorry.
No worries, it makes no sense for me either, also to a few guys on IRC who saw this
Feb 04 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Monday, 4 February 2013 at 17:46:03 UTC, David wrote:
 The above reasoning makes no sense for me, sorry.
No worries, it makes no sense for me either, also to a few guys on IRC who saw this
For non native English people like me it's hard to explain. So don't think about it. ;) I had no plans to explain myself (also see no reason why I should do this). I only wanted to write my decision in my thread.
Feb 04 2013
parent reply FG <home fgda.pl> writes:
On 2013-02-04 19:12, Namespace wrote:
 I had no plans to explain myself (also see no reason why I should do this). I
 only wanted to write my decision in my thread.
Hope you will pick Dgame up again. And until then enjoy C++, which "since C++11 it isn't so much different than using D". (You were joking, right?)
Feb 04 2013
parent reply "Namespace" <rswhite4 googlemail.com> writes:
On Monday, 4 February 2013 at 18:26:27 UTC, FG wrote:
 On 2013-02-04 19:12, Namespace wrote:
 I had no plans to explain myself (also see no reason why I 
 should do this). I
 only wanted to write my decision in my thread.
Hope you will pick Dgame up again.
I also.
 And until then enjoy C++,
 which "since C++11 it isn't so much different than using D".
 (You were joking, right?)
A bit. ;)
Feb 04 2013
parent "Namespace" <rswhite4 googlemail.com> writes:
Dgame is back, completely overhauled and offers many new features.
In addition, the website has been completely redesigned.
The documentation is now fully applicable and easy to navigate. 
And there are now 14 new detailed tutorials to use Dgame.
Have fun but note that Dgame is still in a beta stage.

Official Website: http://dgame-dev.de/
Oct 07 2013
prev sibling parent "jerro" <a a.com> writes:
On Tuesday, 29 January 2013 at 16:34:15 UTC, Namespace wrote:
 On Tuesday, 29 January 2013 at 15:19:37 UTC, David wrote:
 Am 29.01.2013 16:10, schrieb Namespace:
 Ahh. That could be a problem: I hate makefiles and never 
 wrote one.
Hehe, to quote "ibuclaw": `make no-sense` It doesn't need to be a makefile, some kind of build-script, which automates the process of building the library. E.g. a d file which compiles the stuff for you: rdmd build.d
Seems I have to edit my tutorials and my installations guide. You have now a build script. Thanks to aladacron, I adapted his build script from derelict. Compile build.d and let it run. Your lib files are generated in the directory "lib/MODE" where MODE is the current mode. Compile normal and MODE is Release, compile with -debug and MODE is Debug. The only problem is currently, that I have no experiences with GDC and LDC, so I have no idea which flags they use for debug mode. Because of that, Debug build works currently only for dmd. But I will fix this later.
LDC has ldmd2 wrapper script which is used similar to dmd and GDC has gdmd (gdmd is written in perl so you need to have perl installed to run it). Those wrapper scripts support most of DMD's flags. They also have -vdmd flag, which tells the wrapper script to print out the commands that it runs. You can use that to find out which ldc2 and gdc commands correspond to a given dmd command, if you want to use ldc2 or gdc directly.
Jan 30 2013