<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">Manu:<br>
<div class="im"><br>
> but I don't believe I'm alone.. the rest<br>
> of the gamedev community will find D soon enough if the language gets it<br>
> right...<br>
<br>
</div>I think games are one of the most important short-term purposes of D, despite I think D was not explicitly designed to write games.<br></blockquote><div><br></div><div>I agree, it certainly didn't seem to be a major consideration early on, but I don't think any decisions yet made prohibit it from being well suited.</div>
<div>If as you say, there is some focus to generate interest from the game community, it would be really nice to have a few binary GDC cross compiler distributions available (for windows, linux users never have problems building the toolchain themselves). ARM/PPC, maybe MIPS toolchains hosted somewhere on the website might really help encourage some people get started, and I'd love to spend some time on the standard libraries for these platforms.</div>
<div><br></div><div><br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="im">> If you're suggesting the reason for trapping overflow's is<br>
> specifically to CATCH bugs like this, then maybe make is a compiler<br>
> flag when building a debug binary? (ie. assert on integer overflow).<br>
<br>
</div>Right.<br>
<br>
<br>
I think D2/D3 has also a bit of hope to replace some of the purposes of Ada language. Walter maybe didn't think of it when he designed D, but D shares some design purposes with Ada. Walter past work in aeronautical engineering leads naturally to a language that shares some of the purposes of Ada. For such purposes correctness and reliability are of the highest importance, this also means full type safety (implicit type conversions = bad) and number safety (integral overflows = bad). Defining something like a "MISRA-D" (a strict and safe subset of D similar to MISRA-C) is an option, and maybe it will produce a less butchered language.<br>
</blockquote><div><br></div><div>I appreciate the attention to floating point detail made in D, and this isn't incompatible with gamedev, but making standard ints compromise basic hardware implementation just won't fly.</div>
<div>Compile time flag maybe to enable integer exceptions perhaps, or a special mode like you say...</div></div>