GuitarHero/RockBand fans... side project anyone?

Manu turkeyman at gmail.com
Fri Dec 13 07:28:30 PST 2013


On 14 December 2013 01:09, Szymon Gatner <noemail at gmail.com> wrote:

> On Friday, 13 December 2013 at 14:50:18 UTC, Manu wrote:
>
>> On 13 December 2013 23:53, Szymon Gatner <noemail at gmail.com> wrote:
>>
>>  On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote:
>>>
>>>  On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote:
>>>>
>>>>  Hi, I am experienced C++ programmer, recently switched to indie gamedev
>>>>> (1 title released commercially, another on the way). I am really
>>>>> interested
>>>>> in this for 2 reasons:
>>>>> 1) a chance to work with someone of your experience
>>>>> 2) as soon as it is possible (that would be D working on iOS) I would
>>>>> like to do a transition from C++ to D in our projects so new
>>>>> experience in
>>>>> D (and in the industry) is just perfect
>>>>>
>>>>> Please consider me!
>>>>>
>>>>>
>>>> From the sounds of it, it'll be a community project so no worries, just
>>>> join in.
>>>> Have a talk with the GDC compiler guys about helping with ARM support
>>>> and
>>>> getting on iOS. They could definitely use the help!
>>>> Although from my knowledge there probably will be issues with tool chain
>>>> not verified by Apple.
>>>>
>>>>
>>> Thing is, I feel nowhere near qualified to work on a compiler. And
>>> compiler is really just a beginning. Even with Xcode preparing iOS app
>>> that
>>> is written in C++ and not Objective-C is still far from easy.
>>>
>>>
>> Really? Everything I've ever written on iOS was in full C++, with just one
>> .m file to boot, and marshall the view and input events :)
>> I think doing the same with D would be equally trivial. A game doesn't
>> need
>> access to the full iOS UI library. Any OS service calls can be wrapped in
>> C
>> functions in the marshalling .m file.
>>
>
> That is exactly what I do too, all C++ + some .mm files. I rather meant
> debugging capabilities of Xcode (well now mych better in v5 but still crap
> compared to VC), code signing, provisions and a need to use command line
> instead of IDE for archiving etc. Tbh I am using CMake to keep my projects
> portable so that is a part of a problem but still ;)
>

Indeed, but I would just never try and debug the iOS build :)
I always debug the PC build, and then occasionally you need to fix a
straggling iOS specific issue... but they're typically few and far between,
particularly if your tech has good portability to start with.
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