Reviving YAGE

JoeCoder dnewsgroup2 at yage3d.net
Thu Jan 30 12:19:38 PST 2014


On 1/29/2014 3:27 PM, Ryan Voots wrote:
> On Wednesday, 29 January 2014 at 18:15:57 UTC, Andrej Mitrovic wrote:
>> On 1/29/14, Ryan Voots <simcop2387 at simcop2387.info> wrote:
>>> but it's coming along faster than I had expected.
>>
>> Is it already buildable? Any samples work? Nice that you're working on
>> it.
>
> Not buildable yet, but i've managed to get it started building in dub
> and resolved almost all of the dependencies with it.  The only one it's
> missing is the bindings for GLU directly which i'll likely end up
> writing out of the engine once it starts compiling and then breaking
> during linking from unresolved symbols and such.
>
> Most of the APIs it used have changed in the 2 years or so since it was
> last really updated so there's quite a bit of work ahead, and I plan on
> getting it to GL3+ once it's building and the demos run.  The fun part
> will be to get it to be idiomatic D2 once it's building and working, I
> imagine that will be a nearly never-ending battle unless someone just
> rewrites large parts of it (this might end up happening if I get to it).
>
> It's definitely got enough of the boilerplate stuff for building a game
> that doing this port should certainly help me with my project so I
> figured I'll let it help other's too.
>
> That said I've made some good progess these past two days on getting it
> to build at least so it should hopefully not be much longer (hoping i'll
> have it building but not running properly in a week or so).

I had planned to remove the dependencies on GLU and port to GL3 as well. 
  You might look into ASSIMP for importing assets and model files. 
Skeletal animation is broke because I never could get the collada 
skeleton to lineup with the rest of the model.  I was missing a matrix 
transform somewhere.




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