A Perspective on D from game industry

c0de517e via Digitalmars-d digitalmars-d at puremagic.com
Tue Jun 17 15:24:05 PDT 2014


On Sunday, 15 June 2014 at 13:50:10 UTC, Peter Alexander wrote:
> On Sunday, 15 June 2014 at 11:45:30 UTC, Dicebot wrote:
>> I like how he says that productivity is important and mentions 
>> fear of meta-programming in the same article ;)
>
> That's true, but meta programming is just a tool. Would be nice
> to implement dynamic visualisation and interactivity with it
> though.
>
> The fear of meta programming comes from Boost, and rightly so in
> my opinion. Boost is written with the assumption that users will
> never have to read its source code. When it comes to debugging
> and performance tuning however, that assumption is shattered.
>
> Fortunately, D makes meta programming more simple, but it's
> something to keep in mind.
>
>> Interesting though, I had totally different set of demands and 
>> expectation when used to work with C/C++. Feels like industry 
>> matters much more than a language here.
>
> Absolutely. I'm beginning to learn of these differences since
> leaving gamedev :-)

Boost is horrible, but even the STL proved to be quite 
problematic.

Visualization would be a great tool, it's quite surprising if you 
think about it that we can't in any mainstream debugger just 
graph over time the state of objects, create UIs and so on.

I recently did write a tiny program that does live inspection of 
memory areas as bitmaps, I needed that to debug image algorithms 
so it's quite specialized... but once you do stuff like that it 
comes natural to think that we should have the ability of 
scripting visualizers in debuggers and have them update 
continuously in runtime 
http://c0de517e.blogspot.ca/2013/05/peeknpoke.html


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