D and Ogre

Daniel Giddings danielg at microforte.com
Sun Apr 22 23:39:12 PDT 2007


Bill Baxter wrote:
> Oooh.  Are you the same person who was working on that before?   There

Nope. I quite like D for it as I typically use C++ for engine work and 
Python for game code, but with GC and other D features, D becomes quite 
attractive for game code as well.

> was a project called "Sinbad" on D source or somewhere.  I seem to 
> recall the guy behind that saying that Ogre didn't really lend itself to 
> D so well.  I forget why.  Too many const references or something.  Or 
> maybe it was that he lost interest in using a C++-like API from D and 
> wanted something more D-like.

I'm looking to make it largely usable for stuff I'm playing with so at 
the moment I'm not looking to bind all of it. I don't mind so much if I 
can't bind everything, just enough to manipulate objects in the world 
reasonably. At a lower level I'd make direct changes in C++ I think, or 
alter the API for difficult features through some intermediary C++ code 
with a C API.

I've added SDL for windowing and input and ODE for physics.

Once it is useable in a fashion I'll chuck it up somewhere. Currently I 
can load and place entities, affect them with physics and manipulate the 
camera.

> 
> Anyway, hope your D/Ogre port goes well.  Are you working off the Eihort 
> release?

I'm working with an old release candidate of it I think, but I do want 
to use some of the new features.

> 
> Another engine that I'd like to be able to use from D is G3D. 
> g3d-cpp.sourceforge.net.
> 
> --bb

I haven't played with that one, so I'm not sure how it'd compare to 
Ogre. It does look interesting though.

:-) Dan



More information about the Digitalmars-d mailing list