#dlang

2026-01-20

Juan Vazquez and Cameron Cunning rejoin the show to discuss how we fared with the 2025 Advent of Code competition.

#rust #elixirlang #dlang #Aoc2025 #AdventOfCode #programming

straypointers.com/e/s4e01.htm

2026-01-14

So thinking about asyncronous programming again and how I probably need to ditch #dlang's GC if I want performance and then it hit me:

Why tf is std.socket.Socket an heap-allocated, gc'd class to begin with?!?!

It dosn't uses syncronized that would require a classes monitor, nor does it hold any significant amount of data.

  • a socket_t (fancy 32-bit fd)
  • a ushort-enum for the address family (16-bit)
  • and an bool under windows, which in an asyncronous context we could remove since all will always be non-blocking

So in sum it holds 48-bit of data, while an pointer on modern systems will always be 64-bit (classes are always pointers / by ref in dlang).

Sure, it "uses" inheritance for 2 wrapper types TCPSocket and UDPSocket, which dont actually do anything other than pre-filling the type/protocol arguments in the constructor, which dont even survive after the call to socket(2)...

Is the std really that badly engineered at times or am I going crazy???

#dlang #programming #development #async #networking #garbagecollector

2025-12-07

Currently working (again) on my async framework in #dlang

I need to say coming back to #dlang after a extensive while of #rust coding, I do miss a lot of features of rust already (tho it's nice for once not fighting against the borrow checker or some strange tokio bugs), like choice-types, pattern matching and traits.

Tho it's nice to just have an decent gc and not the need of wrapping everything in `Arc<RefCell<Box<T>>>` /s

Got plenty of ideas for my async framework after working with tokio (and reading parts of it and mio).

#coding #programming #development #async #eventdriven

2025-11-11

The Advent of Code 2025 Pregame Show

Cameron Cunning and Juan Vazquez rejoin the podcast to discuss our approaches to the forthcoming Advent of Code 2025 coding competition in December.

#rust #elixirlang #dlang #Aoc2025 #AdventOfCode #programming

straypointers.com/e/s3e11.htm

2025-10-24

github.com/ZILtoid1991/pixelpe

PixelPerfectEngine v0.12.0-beta.2 has been released! Now with new and improved sprite rendering!

#gamedev #opensource #dlang #D言語

Luna 🦊🇩🇰🏳️‍⚧️LunaFoxgirlVT@mastodon.gamedev.place
2025-10-06

#introduction Heyo, I'm Luna, the lead developer of the open source Inochi2D character animation format, lead maintainer of DKOS; the DLang SDK for the SEGA Dreamcast, DLang compiler infrastructure contributor, DSP programmer, and hobbyist gamedev.

I also run my own business, Kitsunebi Games (foxgirls.gay) to manage all of my work on game dev tooling.

I maintain a lot of #dlang libraries aimed at multimedia development.

Moritz Warningmwarning@chaos.social
2025-10-04

About 8 years ago I tried to convert Titanion (a 2.5D shooter game by Kenta Cho) from #dlang to #rust as a means to learn Rust and make the game open to more developers. The porting effort was also done in part as a live coding session at @OpenLabAugsburg. After about three month of intense head scratching I gave up because the Rust borrow checker does not like spaghetti code and I was a beginner. Now I tried again but with C++. I succeeded. So here it is: github.com/mwarning/titanion

Titanion Game Screenshot
2025-09-11

Spent some time today updating and expanding my #notes on #DLang: felix.plesoianu.ro/languages/n

Artha 🐲🏳️‍⚧️samerion@mastodon.gamedev.place
2025-09-05

It's online! ⚔️

Samerion: The Hunt — out NOW ↙️

samerion.com/hunt

#gamedev #indiedev #samerion #TheHunt #webdev #dlang

Samerion: The Hunt — a promotional poster image for the page. It shows a humanoid deer holding a magic staff.
2025-08-28

huh... tried to compile #dub from source (a build system for #dlang) on #openbsd but the compiler (using #dmd from the package) segfaults while processing "semantic3 json"? the core dump's backtrace is like 30 layers deep and incomprehensible (to me)... 😰

succeeded in building dmd with debug symbols, but when i try to use that to compile dub, it complains i havent installed object.d or something.. guess i need to figure out how to do that to have recognizable symbols in gdb...

It's nice to step back and reflect every now and then.

After spending most of the week buried deep in the game code and getting my game to run on Windows for the first time in 2 years, Linux is my daily driver and my windows PC built circa 2016 has been in storage.

I thought I'd run #MultiMall through gorce.

Enjoy.

#gource #sdl2 #opengl #dlang #lua #codeorganism

The result of running my project MultiMall through Gource.

A web of colored nodes representing various files in the game laid out in an almost organic looking structure.

Forgot to put up the ./lines.sh result again.

Day 1200 of #MultiMall as been a productive one, lots of systems finally coming together.

I've actually been able to 'play' the game and I've discovered a few more bugs to squash but progress is progress.

Here's to several more weeks of work.

#multimall #sdl2 #opengl #solodev #indiedev #dlang #lua #simulation #tycoon

Space themed background. On top of which sits a terminal interface.

The interface displays the following statistics about the project Multi Mall.

Total Lines of Code: 39453
Engine files: 12396
Game source files: 22708
Scripts and shaders: 2045
Tooling files: 2304

Total number of commits 478
Days since project start: 1200 days.

Below the summary is a bar chart show the above stats in a nice format.

Client Info

Server: https://mastodon.social
Version: 2025.07
Repository: https://github.com/cyevgeniy/lmst