Mayhem Intergalactic: First commercial game written in D?

Sebastian Beschke s.beschke at gmx.de
Thu Dec 13 06:38:08 PST 2007


-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

I'm also currently working on a game project in D with a small team, and
I can second most of what you said.

Chris P. schrieb:
> - I wrote my own game engine, even though I knew it would make the
> process harder and longer. Seems like everyone falls into this trap.
> Next time I'm definitely going to use an existing and well-supported
> game engine.

... of which there currently aren't any stable ones for D, as far as I
can see. Or am I missing something?

> I do think this situation has improved somewhat since I started work on
> Mayhem Intergalactic, more than two years ago. Having said that, I'm not
> sure I could currently whole-heartedly recommend D to a fellow indie
> game developer, largely because of the library situation;

I second that. I wish we had used C++ instead, even though coding in D
is much more fun. It just would have saved us so much work.

Sebastian
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.7 (MingW32)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iD8DBQFHYUPPKb/1n5A2TAMRAnE+AJ0UyFjTRh0R+wLbvQOpWdWSh2erUgCfYVR8
oH15L5pNSrSSR7jf4Ye5tfo=
=8oGt
-----END PGP SIGNATURE-----



More information about the Digitalmars-d-announce mailing list