dmedia library

Rikki Cattermole via Digitalmars-d-announce digitalmars-d-announce at puremagic.com
Thu Nov 6 23:32:43 PST 2014


On 7/11/2014 8:22 p.m., luminousone wrote:
> On Friday, 7 November 2014 at 07:08:02 UTC, Rikki Cattermole wrote:
>> On 7/11/2014 7:58 p.m., luminousone wrote:
>>> On Friday, 7 November 2014 at 06:42:24 UTC, Rikki Cattermole wrote:
>>>> On 7/11/2014 7:38 p.m., luminousone wrote:
>>>>> On Friday, 7 November 2014 at 06:29:14 UTC, Rikki Cattermole wrote:
>>>>>> On 7/11/2014 6:56 p.m., luminousone wrote:
>>>>>>> I have been working on a media library, it still has a long way
>>>>>>> to go,
>>>>>>> but I figured its about time I shared what I am doing.
>>>>>>>
>>>>>>> https://github.com/luminousone/dmedia
>>>>>>>
>>>>>>> If I could possibly convince a few people out their to give'er a
>>>>>>> once
>>>>>>> over.
>>>>>>>
>>>>>>> I use XCB/XLIB/GLX directly, so I am not just simply wrapping SDL or
>>>>>>> SFML. And I am using XCB for event handling and opening windows.
>>>>>>>
>>>>>>> Threading should work much more reliably, due to the use of XCB.
>>>>>>>
>>>>>>> I am releasing the library under the BSD license,
>>>>>>
>>>>>> Its a good start.
>>>>>> But instead of creating the window itself manually would you consider
>>>>>> using DWC [0]?
>>>>>>
>>>>>> DWC is more or less done. But I need help with my plans for a game
>>>>>> dev
>>>>>> framework in D.
>>>>>> If you're interested in helping with that please give me an email
>>>>>> first at lastname.co.nz
>>>>>>
>>>>>> [0] https://github.com/rikkimax/DWC
>>>>>
>>>>> XLIB is an absolute train wreck when it comes to threading, call
>>>>> XPollEvent outside your draw thread will most likely segfault.
>>>>>
>>>>> As well I need control of the opengl contexts, as I want to separate
>>>>> drawing and loading into separate threads.
>>>>>
>>>>> I need both good threading support, and control over my opengl
>>>>> contexts
>>>>> to fulfill the goals I have set for myself.
>>>>>
>>>>> That said, it is a nice looking library. But it would not fulfill my
>>>>> needs.
>>>>
>>>> Fair enough. Threading is a major issue with those low level api's.
>>>
>>> I eventually want to build a entity system, and make use of
>>> parallel_foreach, or fibers/routines, and have a loading thread that can
>>> get assets in an async fashion.
>>>
>>> Large voxel/cube-voxel systems and mega texturing interest me, I feel
>>> like a small team could develop a big game with tools built around a
>>> voxel system.
>>>
>>> XCB mostly solves the threading issues that XLIB suffers from, However
>>> XCB has poor support for the input extensions, as of yet nothing that
>>> replaces xlookupstring, I hope to find a good work around at some point,
>>> but it seems good "enough" for my needs.
>>>
>>> Also I am not sure of how well XXf86vm extension is supported for full
>>> screen access, As I have yet to implement full screen windows.
>>>
>>> Its a learning experience, however so I can't complain to much!
>>
>> Interesting, just out of interest have you thought about separating it
>> out and work independently of GUI's for e.g. game servers? Or would
>> that abstract it to the point of non-usefulness?
>
> Yes, tho I have yet to put much thought into how that will all be put
> together. Working towards something that I could use in vibe.d, without
> any dependence on the windowing system would be important for a good
> gameserver.

Depending on the needs of the game server, I would keep it apart from 
the web server aspect from vibe.d all together. By in large interacting 
with e.g. a task, shouldn't be hard but that's not quite why.
The idea behind my actor framework Dakka [0] (although would need a bit 
of work for this sort of thing).

Share the data (including data models) between the web server and game 
server over sockets with method calling support. But keep its functions 
separate.
Although the original context was all about having front end nodes for 
web development and backend nodes for interacting with e.g. VM's.

But that's just me rambling with not much reason.

[0] https://github.com/rikkimax/dakka



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