Game development
whitesanchez
karlshady1990 at gmail.com
Mon Feb 13 15:26:41 UTC 2023
https://forum.dlang.org/post/rczfludyzmsbjrtrzoif@forum.dlang.org
On Friday, 9 January 2015 at 15:35:35 UTC, Ras wrote:
> 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.
nice
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