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

Danni Coy danni.coy at gmail.com
Sat Jan 7 16:30:25 PST 2012


On Sun, Jan 8, 2012 at 10:12 AM, Froglegs <lugtug at gmail.com> wrote:

>
>  Indeed. And this is usually just to mitigate the fact that C++ is so crap
>> at this sort of code. Maybe D will be tolerable, and this breaking out to
>> script won't be necessary? (though I'm dubious)
>>
>
> Yeah C++ is a migraine for that type of code:(  I think D would be nicer
> than C++ for gameplay code, but another reason for scripts is the ability
> to modify the script while the game is running, and just the general lack
> of compilation time which is soo nice.
>
> Perhaps if D gets ported to mono? Though even then I think I'd prefer Lua,
> since it is quite good at acting as both a language and data description.


D currently does several things that I would find useful doing game logic
level code (my day job) and if it were simultaneously able to keep engine
coders and people like me happy I can see a future for it. These are the
things I see as important.

Fast vector/matrix maths. (thankyou Manu for getting the ball rolling on
this)
some form of realtime friendly (semi) automatic memory management.
Ability to write correct code easily.
Ability to drop down to the metal style coding if there is a serious
bottleneck and a deadline.
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