[OT] Previously: DMD - Windows -> C# in gamedev

Manu turkeyman at gmail.com
Sat Jan 7 08:20:17 PST 2012


On 7 January 2012 17:55, bearophile <bearophileHUGS at lycos.com> wrote:

> Manu:
>
> > and updating in finer grained (probably
> > threaded) tight loops across neatly (cache friendly) packed bundles of
> like
> > objects. That's where engines are going.
>
> I agree. Something related:
>
>
> http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming_GCAP_09.pdf
>
> A language designed for games has to help this style of coding.
>

Hehe, Tony's a good mate of mine (that lecture) :)
He's become quite a prominent figure in Australia after taking the Sony
job. He quit now though.
Amusingly, he managed to convince Mike Acton to speak at the recent GCAP,
even though the Australian industry has disintegrated ;)

This is my biggest fear with investing in D. It's not incompatible with D,
but liberal use of the GC in the language and/or in the libraries scares me.
The tendency to encourage use of dynamic arrays will be a major problem.

I don't think it's reached a point of no return yet, but it needs to be
carefully considered, and I really would like support for allocators in D.
I *need* to be able to assign class memory out of pools, ideally without
making my code archaic and/or breaking the language usage paradigms.
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