D game development: a call to action

Manu via Digitalmars-d digitalmars-d at puremagic.com
Thu Dec 18 03:39:00 PST 2014


On 18 December 2014 at 01:19, bitwise via Digitalmars-d
<digitalmars-d at puremagic.com> wrote:
> On Tuesday, 16 December 2014 at 15:39:06 UTC, bitwise wrote:
>>
>>
>>> You'll notice that the engine code is not D code...
>>
>>
>> Hmm... Indeed.. I just assumed when I saw Walter get all excited ;)
>>
>>
>>> D will work on most of those platforms just fine if you abandon the GC
>>> and exception handler.
>>
>>
>> Unfortunately, I don't know D-compiler/runtime well enough to actually try
>> to get this to work, so I'll have to wait for an official port =/
>>
>>   Just out of curiosity though, what do you use for a level editor?

I usually use 3dsmax/blender for scene layout, but there is some
turbulence in that area as I often consider other options.
Otherwise I often use Lua for scripting things and various descriptors.

Scene management isn't really baked into Fuji. It's usually highly
game-specific, so I don't like to insist on scene management strategy
in the engine.


>> One of my main interests in D is the reflection system for runtime
>> script-tweaking and auto-serialization.

Reflection is one of the key reasons that D will appeal to gamedevs.
I've had good success. I made some comments about this in my dconf
lecture wrt Remedy's implementation.


>> I have an engine of my own, but it's development slowly ground to a halt
>> as I got fed up trying to achieve all the features I wanted using C++.
>> Lately, I've been learning D and starting to look into porting it.

I'd be apprehensive to write something like an engine library in any
style other than extern(C) functions and opaque types.
But I'm obsessed with portability, and I like the idea that a large
and ambitious project like a game engine should be able to front-end
with any language.

Fortunately, D makes it really easy to wrap up a low-level engine
library API for convenient front-end use.


> ^^^
>
> @manu I think my question got barried...

Sorry >_<


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