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
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