My first game done in my engine is finally running on Xbox Series!

Hipreme msnmancini at hotmail.com
Tue Nov 15 18:42:15 UTC 2022


Firstly, I would like to thank specially here both Adam and 
Guillaume, as this would not be possible without their great 
projects such as `audioformats` and `arsd-official:image_files` 
and `arsd-official:ttf`, but this project still had many discord 
contributors for my unending questions, I started using D before 
understanding anything about compilers, linkers or whatever, and 
my engine even has its almost complete standard library!.

This is the first time my engine is able to play sounds (took me 
a lot of effort to completely ditch SDL), but I would like to say 
that using SDL increases a lot of complexity in your project 
unnecessarily, you need so many old C dependencies (DLLs), which 
you have then to start maintaining all those DLLs to build to 
your target platform, and I believe a lot of people here knows 
how hard is to maintain C build systems specially when you're 
dealing with platforms besides Linux.

By completely ditching SDL, I was able to reduce my dependencies 
on Android from 200MB to 25MB. In the case of Xbox, it went from 
40mb to 4mb (and at that time, image and audio loading weren't 
even working).

Congrats too for Walter developing the x64 output for DMD and 
kinke for LDC (LDC started distributing android compilers about 
the time I really joined D community).

Although many people here still says that D is dying, I can see 
how much of a milestone is doing that project, which has took me 
years in learning, testing, refactoring.

As this milestone was reached, I would like people to try coding 
D more, because, if I completely depended on C libraries to build 
my engine, I would be doomed! By the way, after doing bindings to 
Java, Lua, C++ and C in D, I can say that them are a lot easier 
to maintain than doing on those really old languages.

[Here's a sample screenshot from it running on 
xbox](https://i.ibb.co/RHkXrHz/IMG-20221115-145801.jpg)

As you can see, there's still a lot to do on porting etc.

And I would like to say that I'm not stopping there, I still got 
tons of work to do, this is my first time here posting explicitly 
about it, because it has finally reached an usable state ( think 
of it currently as a native Love2D ), and, in no time, it will 
have many game features to make it a lot more "Engine" like.


If you wish to take a look into the current code development, 
here it is:
https://github.com/MrcSnm/HipremeEngine




More information about the Digitalmars-d-announce mailing list