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Bernard Helyer bhelyer

  • Auckland, New Zealand
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module dls.util.rect;
import std.string : format;
import dls.util.base : D2OnlyConstStr;
struct Rect(T)
{
T x;
module test;
import std.stdio;
struct MyStructure
{
int i;
int j;
int k;
enum BoxCorner : ubyte
{
None = 0x00;
TopLeft = 0x01;
Top = 0x02;
TopRight = 0x04;
Right = 0x08;
BottomRight = 0x10;
Bottom = 0x20;
BottomLeft = 0x40;
test.o: In function `_TMP0':
test.d:(.text._D4test11FooProvider3barMFiZv+0x14): undefined reference to `_D4test11FooProvider3fooMFZv'
/home/bernard/bin/apps/dmd2/linux/bin/../lib/libphobos2.a(dmain2_2d2_1a5.o): In function `_D2rt6dmain24mainUiPPaZi7runMainMFZv':
src/rt/dmain2.d:(.text._D2rt6dmain24mainUiPPaZi7runMainMFZv+0x10): undefined reference to `_Dmain'
/home/bernard/bin/apps/dmd2/linux/bin/../lib/libphobos2.a(deh2_2a9_525.o): In function `_D2rt4deh213__eh_finddataFPvZPS2rt4deh213DHandlerTable':
src/rt/deh2.d:(.text._D2rt4deh213__eh_finddataFPvZPS2rt4deh213DHandlerTable+0x4): undefined reference to `_deh_beg'
src/rt/deh2.d:(.text._D2rt4deh213__eh_finddataFPvZPS2rt4deh213DHandlerTable+0xc): undefined reference to `_deh_beg'
src/rt/deh2.d:(.text._D2rt4deh213__eh_finddataFPvZPS2rt4deh213DHandlerTable+0x13): undefined reference to `_deh_end'
src/rt/deh2.d:(.text._D2rt4deh213__eh_finddataFPvZPS2rt4deh213DHandlerTable+0x37): undefined reference to `_deh_end'
/home/bernard/bin/apps/dmd2/linux/bin/../lib/libpho
GLuint makeShader(GLenum type, string filename)
{
auto source = cast(char[]) std.file.read(filename);
int length = cast(int) source.length; // OH GOD
GLchar** sourceArray = new GLchar*; // WHY WOULD YOU EVEN, OH NO
*sourceArray = cast(char*) toStringz(source); // OH GOD, MAKE IT STOP
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, sourceArray, &length);
glCompileShader(shader);
module hellogl;
import std.stdio;
import std.string;
import std.file;
import std.math;
import std.c.stdlib;
import util;
import c.gl;
#include <GL/gl.h>
#include <GL/glut.h>
const GLfloat vertices[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vertexBuffer;
const GLuint elements[] = {0, 1, 2, 3};
GLuint elementBuffer;
void render();
while (inGame) {
mPerformanceCounter.stop();
mAccumulator += mPerformanceCounter.milliseconds();
mPerformanceCounter.start();
while (mAccumulator >= dt) {
tick();
mAccumulator -= dt;
}
}
module test;
import std.stdio;
import unistd = core.sys.posix.unistd;
void main()
{
int i = 10;
stdout.write("Launching in T minus ");
Four survivors have holed up in a bar with two stories, and a few
entrances. There are windows on the ground and first floors, allowing
an outlook onto the street. They have a fairly large stash of ammunition,
but they are ultimately doomed, as the zombies are infinite, unlike their
supplies.
The player controls one of the survivors. The gameplay is turned based,
and the action stops on the player and waits for them [1] to perform
their action.