Game development

Ras via Digitalmars-d digitalmars-d at puremagic.com
Fri Jan 9 07:35:34 PST 2015


On Friday, 9 January 2015 at 06:26:19 UTC, ketmar via 
Digitalmars-d wrote:
> 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.

Well i had to know if it was possible.


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