A Perspective on D from game industry

c0de517e via Digitalmars-d digitalmars-d at puremagic.com
Mon Jun 16 21:24:50 PDT 2014


Hi everybody. I'm Angelo Pesce, the author of the post on 
c0de517e.

First I have to apologize for my bad English and disorganized 
thoughts. It's not even that my language abilities are too poor, 
but mostly that I keep my blog as a place to dump some mostly 
incoherent thoughts. They are not really articles and the posts 
will evolve over time as I fix things and if a discussion entails 
I try to make certain points more clear and certain others more 
coincise and so on.

That said I also have to clarify that I didn't really mean to 
diss D. A tl;dr version of the post would be: better is better, 
but doesn't guarantee success, especially when a lot of inertia 
is present you need disruptions. I think we don't see disruptions 
in languages used by us (AAA, console game devs) because we're a 
niche that is not that interesting, so most exiting things happen 
outside. If I had to place a bet on what -could- be a disruption 
that would see adoption for us that would be live-coding (that 
works in our environments). Proof is that we already do it albeit 
very poorly, which shows how desperate we are for it.

About GC, someone mentioned it. I actually am not against GC, I 
think it got a bad rep because most languages that use it don't 
have good control over heap allocations, and that is bad for us. 
If we had good control over that then we would manage GC 
perfectly well (as we already do with malloc, which is not 
without performance issues).

About metaprogramming - 
http://c0de517e.blogspot.ca/2014/06/bonus-round-languages-metaprogramming.html

I reply (nearly) all comments on my blog.


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