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
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