I recall very clearly the first time I ever saw a video game. It must have been in the summer of either '78 or '79, just before my 7th or 8th birthday. I walked into a local 7-11, just a short distance from my house, and was puzzled to see this big box surrounded by a bunch of older kids. Space Invaders. The first time I saw the screen, it blew my mind. I...
D Bits
This is the fifth and final part of a series on creating bindings to C libraries for the D Programming Language.In part one , I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In part two , I talked about the different linkage attributes to be aware of when declaring e...
This story has nothing really to do with D except peripherally, but it's a tale worth telling as a warning to others.This is the best place for me to tell it.I had a collection of C code that I'd built up over the years. I suppose I still have it, but it's sitting on the hard drive of a closeted dormant computer that I don't want to bother setting up. Bes...
Given that my BorderWatch project has languished on github for months without any updates beyond the first few days of random hacking, it's going to be a while before it can serve as an example of game programming in D. So I had some free time recently and decided to do something different. I put together a simple TicTacToe game, that I call T3, and put...
This is the fourth part of a series on creating bindings to C libraries for the D Programming Language.
In part one, I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In...
In part one, I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In...
Uniform Function Call Syntax (UFCS) is a feature of the D Programming Language that was finally implemented in all its glory in a recent compiler release. It has been available for use with arrays for quite some time, since the early days of D1. But now it is available for every...
This is the (long overdue) third part of a series on creating bindings to C libraries for the D programming language.
In part one, I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In...
In part one, I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In...
When working with D's standard library, it is sometimes necessary to work around missing declarations in the core.sys.windows.windows module. It's a fairly big module as is, but it isn't all-inclusive. If you are doing any heavy-duty Windows development, you'll likely want a...
I've been working on BorderWatch a little bit every day. My focus has been on getting the ASCII engine, Arthur, into a state that will let me get a game up and running. With the few modules that I've implemented so far, I believe I'm there. One of the D features that has...
I'm afraid I'm going to be waving goodbye to Dolce. It's been sitting, bit rotting, for a while now. Some time ago I encountered two major issues with my Allegro binding in Derelict 2. One, a random (and I mean...
Recent Entries
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Functional Me23 January 2013 -
Binding D to C Part Five31 December 2012 -
Fun with GCC (or A Lesson Relearned)22 December 2012 -
TicTacToe and Modules in D02 December 2012 -
Binding D to C Part Four05 August 2012
Recent Comments
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Binding D to C Part Fivejpf91 - Jan 26 2013 08:33 AM -
Binding D to C Part FiveAldacron - Jan 26 2013 06:37 AM -
Functional Mejpf91 - Jan 26 2013 05:32 AM -
Binding D to C Part Fivejpf91 - Jan 26 2013 05:05 AM -
Functional MeISDCaptain01 - Jan 24 2013 03:44 AM
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