new DIP47: Outlining member functions of aggregates

Manu turkeyman at gmail.com
Sun Sep 8 21:00:26 PDT 2013


On 9 September 2013 05:46, Andrej Mitrovic <andrej.mitrovich at gmail.com>wrote:

> On 9/8/13, Jesse Phillips <Jesse.K.Phillips+D at gmail.com> wrote:
> > I realize that we want to make it as painless as possible for
> > Remedy to switch from C++ to D (along with the rest of the game
> > developers).
>
> FWIW I don't think this has anything to do with Remedy (afaik Manu
> doesn't work there anymore).
>

Indeed. These opinions are my own, and I raised it on the merit of our
experience last weekend in a 48hour game-dev-jam with a few former
colleagues (including one who still works at Remedy).
This discussion has come up at remedy in the past, but I don't think this
is of particular significance to the remedy workflow; the modules were
small enough to not cause issues, at least not as I left it.

I believe the scenarios I describe are going to be very typical though, at
least in the game-dev context, particularly when larger volumes of D code
emerge. I've demonstrated this across 2 separate 48 hour game-jam's now,
which simulate the environment of a commercial crunch period quite
faithfully.
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