D, Game Development, GLSL, Math
Nicholas Wilson via Digitalmars-d-learn
digitalmars-d-learn at puremagic.com
Sat Jul 1 17:15:55 PDT 2017
On Saturday, 1 July 2017 at 19:23:57 UTC, Void-995 wrote:
> On Saturday, 1 July 2017 at 19:16:12 UTC, drug wrote:
>> 01.07.2017 22:07, Void-995 пишет:
>>> (Void-995) Hi, everyone. I'm pretty excited with what have D
>>> to offer for game development, especially meta programming,
>>> traits, object.factory, signals and bunch of other neat
>>> things that may save a lot of time. Also, i saw support for
>>> vector data types and simd, which sounds awesome. The
>>> question is, can i use simd as base to extend it's syntax for
>>> making something like GLM for C++? I mean extending existing
>>> types with new operators and such to have GLSL/HLSL like
>>> syntax for basis math operation in D? Maybe someone did that
>>> already?
>> Look at gfm
>> https://code.dlang.org/packages/gfm
>
> Looking good, but I'm thinking more about 1:1 GLSL syntax (main
> reason - rapid prototype of GLSL/HLSL/OpenCL in D and code
> portability back and forward basing on usage) and heavy
> depending on SIMD. Just math and nothing else. Also may be a
> nice excersise for myself.
"Changing the syntax" can be done (e.g.
https://github.com/p0nce/intel-intrinsics)
You'll want to look at the operator overloading that can be done
in D (spec https://dlang.org/spec/operatoroverloading.html)
As a side note: I'll soon be starting work on DCompute[1] again
(Honours thesis due tomorrow), integrating John Colvin's CLWrap
among many other things.
[1]https://github.com/libmir/dcompute
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