D game development: a call to action
luminousone
rd.hunt at gmail.com
Mon Aug 5 17:37:16 PDT 2013
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
> I am one of the few who have taken a keen interest in D for
> game development. The concise language and modern conveniences
> may be able to reduce many hours worth of development time off
> a game project, while making the code more maintainable. Aside
> from the core language, Dlang graphics bindings have a way to
> go before even earning acceptance in the indie gaming scene,
> but it's making great strides to get there.
>
> The main challenge I've hit is the lack of any sort of path for
> adopting a media engine. Bindings (like SFML
> https://github.com/krzat/SFML-D) all suffer from:
>
> A) No information about its current status: this is scary if
> its repo hasn't been updated in months.
> B) Usually are complex to get working in a new project
> (manually building or searching for undocumented dependency
> DLLs)
> C) Lack practical references and tutorials for "real would
> usage"
> e.g. "how to create an OpenGL window" or "how to render a
> triangle"
> versus something like "how to load from disk an image texture
> onto a quad and move it around using keyboard events"
>
> SFML bindings are also in https://github.com/aldacron/Derelict3
> but I couldn't find a scrap of information on how to use it,
> how to compile correctly, or example usage. It's unclear if the
> library is even usable in its current state.
>
> Please don't take this as blind criticism, but rather a plea to
> action for the community to provide better library
> documentation support for: current lib status, getting started
> adding it, and a general use tutorial/example. If we start
> doing this, it'll make a big impact for other game developers
> who are new to Dlang to adopt the language. Thanks for
> listening!
I am working on a media/gaming library for D, its not even pre
alpha, and I am learning parts of the language as I go so the
code is very ugly, and the naming conventions are scatter brained.
However I don't use any wrappers of other media libraries such as
sfml, I only have the minimal bindings required to link with X11
and opengl(I do plan on windows bindings as well, but i haven't
done that yet).
At the moment I am tackling concurrency, That bit is giving me
endless headaches, I am trying to setup a seperate thread to
handle opengl calls and a seperate thread for handling object
updates.
https://github.com/luminousone/dmedia
I haven't picked a license yet, but it will be something that is
rather open but leaves me the option to staticly link it in
closed projects.
I still think you might find a few interesting bits in that link,
but it does have a while to go before it is remotely useable.
I am open to working with others, or making changes to what I
have done if anyone is interested.
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