Game development

ketmar via Digitalmars-d digitalmars-d at puremagic.com
Thu Jan 8 22:26:09 PST 2015


On Fri, 09 Jan 2015 05:35:04 +0000
Ras via Digitalmars-d <digitalmars-d at puremagic.com> wrote:

> On Thursday, 8 January 2015 at 18:03:48 UTC, ketmar via 
> Digitalmars-d wrote:
> > On Thu, 08 Jan 2015 17:31:49 +0000
> > NVolcz via Digitalmars-d <digitalmars-d at puremagic.com> wrote:
> >
> >> engines) and why do you want to write the engine in C++ and 
> >> the logic in D?
> > i bet he thinking that D is a fancy "scripting language with 
> > native
> > performance".
> 
> No i dont. I want to use D language for as much as possible. The 
> reason I want to use C++ for the engine is that it always has 
> full support for DirectX.
so i was wrong here. i'm sorry. yet you'd better explain your reasons
right in the question next time, so other people can jump right to the
answering, without guessing first what you *really* want to do and
*why*.

as you talking about "full support for DirectX", i'm supposing that
your engine will support 3D environments? so you'd better start with
writing the engine itself, and don't think about D here. just don't use
things like multiple inheritance or excessive templating.

when you'll get a solid working engine, it will be time to discuss how
to build D interop with it, exploiting your engine's architecture as
much as possible.

or just start writing the engine in D. maybe you'll consider using
OpenGL instead of DirectX, as we not only have bindings for OpenGL, but
OpenGL is much more portable. so eventually your engine may be ported
to MacOS X, for example, without rewriting the whole rendering part.
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