Dgame revived

amber via Digitalmars-d-announce digitalmars-d-announce at puremagic.com
Fri Feb 27 00:50:18 PST 2015


On Thursday, 26 February 2015 at 22:27:12 UTC, Namespace wrote:
> On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote:
>> On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
>>> I've just pushed the current state of the 0.5.0 version:
>>> https://github.com/Dgame/Dgame/tree/0.5.0
>>>
>>> It's far from finished but it works. So if anyone has 
>>> requests, wishes or suggestions: now is the time. :)
>>
>> That's great :)
>>
>>
>> At the moment my small test apps don't build due to missing 
>> features such as Audio, System.Clock etc. I assume these will 
>> be added as work progresses?
>
>
> No, only the tests in test/main.d are working currently.
> But it's possible, that Dgame 0.5.0 will break some things.
> E.g. The static make methods in Shape and Surface were 
> converted into CTor calls and I guess that I will abandon Image 
> and TileMap.
>
> Next step is Font, Text and Spritesheet. Then I'll inspect 
> Clock, Power and MessageBox and in the end I'll inspect Audio. 
> I think the most breaking changes will happen here, because 
> I'll use this time SDL_Audio instead of OpenAL.
>
>> I'll do some testing over the weekend with what's in place on 
>> the 0.5.0 branch and submit bug reports if I find anything.
>>
>> Cheers,
>> Stew
>
> Thanks, that would be great!

Hey, I'm using tilemap :P

I guess a separate project for tilemaps built on Dgame would be 
cool. I might look into this during the semester break.

One thing that would be cool is some sort of support for 2D 
physics. It's probably outside Dgame scope but as a separate 
project that keeps a consistent API with Dgame would be nice. 
Kind of like the way SDL, SDL_image, SDL_ttf all do.

Cool, two new projects for me to look into when I should be 
studying :)


Thanks,
amber



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