Horde3D

Next-Generation Graphics Engine
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 Post subject: D port
PostPosted: 01.09.2009, 11:51 
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Joined: 10.07.2009, 21:16
Posts: 42
Hi all,

I am playing around with this engine (very well designed, for sure, congratulations :) ), and at the same time I am learning the D programming language from Digital Mars.

I made a D "port" (well, it's more of a find & replace from Horde3D.h and Horde3DUtils.h :p) of Horde.

I saw there already was a D port in the community SVN, but mine directly connects to Horde (we can use it exactly as we use the C++ interface), while the one in the community SVN uses Derelict and function pointers.

Are you interested in it ? If this is the case, should I submit a link to it or add it directly to the community SVN ?


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 Post subject: Re: D port
PostPosted: 01.09.2009, 11:59 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
I haven't looked at D yet, so I'm not sure what Derelict or those other things you are talking about means in detail :-), but it sounds to me, that it's less complicated to create Horde3D bindings for D, doing it your way, so if that's the case, I think everyone is interested in your bindings.

The only problem is that the Community SVN is still on Beta3, so I don't know for what version you've created the D bindings, but if it's for Beta4, I would propose that you upload the bindings into an attachment here in this thread, and we will commit them into the Community branch when it's get updated to Beta4.

I can give you access to the Community SVN when this has been done, if you want to support the D bindings in the future (would be great).


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 Post subject: Re: D port
PostPosted: 03.09.2009, 00:04 
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Joined: 10.07.2009, 21:16
Posts: 42
My bindings are for the API as it is on the SVN, i.e. same as bĂȘta 4.

Maintaining this binding is no big deal, so I may keep it up to date in the future, and it would be great to have access to the community SVN for this :)
Furthermore I made a Python script to automate the process ^^

I joined the binding to this post.


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