Window creation, for phobos?

Rikki Cattermole via Digitalmars-d digitalmars-d at puremagic.com
Wed Jan 28 18:42:53 PST 2015


On 29/01/2015 3:32 p.m., Tofu Ninja wrote:
> On Thursday, 29 January 2015 at 02:26:18 UTC, Andrei Alexandrescu wrote:
>> On 1/28/15 5:34 PM, Jeremy DeHaan wrote:
>>> What about that Aurora project? Wasn't that supposed to fill this kind
>>> of role?
>>
>> I think Aurora is dead in spite of significant goodwill and karma
>> expenditure. I think there might be a lesson in there, but I don't
>> know exactly which. -- Andrei
>
> I think the lesson is probably to not shoot so high, which is why
> focusing on a window library makes so much more sense as it is a much
> smaller project.

Agreed. Not to mention the barrier to make a GUI toolkit will suddenly 
decrease so much its not even funny. It's literally quarter of the work.
Another quarter is wrapping functions and concepts up into nice packages.
Another quarter getting a design together with e.g. shaders.
Last quarter actually implementing the controls ext.

I'm lucky because I've gone with Google material design. I'm just 
implementing a spec. So design work is already done. It's already been 
proven to be an excellent base. It has the theory ext. behind it so no 
mucking around.

Most likely if Derelict-GL3 gets into phobos I'll have to get 
Devisualization.util:opengl also in.
Great example pyglet and lwjgl do almost exactly what I'm doing there. 
Might as well remove more barriers to game development!


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