D and the world
Peter Modzelewski
peter.modzelewski at gmail.com
Wed May 2 16:24:12 PDT 2007
Walter Bright napisał(a):
> Tom S wrote:
>> First of all, thanks for all the feedback, guys :) It matters a lot to
>> us.
>
> I want to put together a slide on your project for my talk at the
> upcoming game developers' conference.
>
Hi I'm KeYeR from team0xf. I'm responsible for skeletal animation, sound
system, bsp levels. Also I'm helping a little with gameplay and
renderer. I think that it will be a great honor for us if you mention
our project on such a conference :)
>> Some info on the project:
>> Deadlock is currently being developed by five univ students for the
>> 'Team Programming' course at Nicolaus Copernicus University in Torun,
>> Poland. The development has lasted about 6 months, during which we've
>> coded lots of cool features, such as:
>> - OpenGL-based rendering with Cg boosted graphics and fallbacks for
>> older machines
>> - Particle systems
>> - Skeletal animation
>> - 3d sound
>> - Networked physics using the PhysX middleware
>> - Framebuffer effects
>> - Pretty advanced (IMHO) scene graph management
>> - Custom Immediate Mode GUI
>> - In-game console
>> - Custom model exporter (MAXScript) and importer (D)
>> - Quake3 BSP level loading and rendering
>>
>> It wouldn't be quite possible in any other language...
>
> Why? (I want to know, because I'll get asked this!)
- quick compilation
- easy debugging without special tools: asserts, exceptions, unittests
and writelfn debug info are enough in 99,99% of cases, thx to D it's
harder to do stupid mistakes
- templates, delegates and other builtin D features let us use
auto-magical solutions
- D lets us build high level interfaces but also allows us to go low
when optimizaitons are necessery.
- D is just neat... code can look good and work fast
- we were able to use c/c++ libraries via bindings without any problems.
Personally I'm not much longer a D programmer then deadlock is going.
I've learned it quickly and right on I was able to use it in serious
projects (not only in deadlock). I know java quite well and was coding
in c++ also. I'm sure that it would be impossible to write as much and
as quick in the mentioned languages. Many times when writing the
skeletal animation library, where i used lots of delegates, templates
(our skeletal animation library is one big template really :P), hash
tables, dynamic tables etc a lot of times i was delighted with things I
am able to do in D. In D I code what I have in mind, in C++ I would have
to think how to hack things to get what I want .
>
>> Some of us had prior C++ knowledge, some knew Java, others a bit of
>> Python. None of the languages would do quite the job that D did. As
>> the lead programmer, I talked the rest of the team into trying out D
>> and they got sucked in. Most of us had little to no idea about game or
>> 3d graphics programming prior to the project, and yet it turns out
>> that it's possible to learn D, 3d and game programming AND make a cool
>> game in half a year.
>
> This is good stuff, mind if I quote you for my presentation?
>
>> I hope no one minds the shameless self-promoting. We wanted to publish
>> some info about the project after its official presentation on May,
>> 10th but as the info has already 'leaked' to the NG ;) then maybe
>> someone might want to hear more about it.
>
> My talk will be on the 11th.
good luck! :) I really am addicted to D. One of the things I'm mostly
afraid of is that I would be made to code in C++ or Java in my future
work. Conferences like that bring me shadow of hope that there would be
place for D coders in the game industry when I finish my studies.
As this is my first post directed to you, I personally want to thank you
for creating such a great language. I am sure D will change the coders'
world for good.
KeYeR
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