D for game development

Peter Alexander peter.alexander.au at gmail.com
Sat Jan 1 10:32:12 PST 2011


On 1/01/11 4:55 PM, Guilherme Vieira wrote:
> On Fri, Dec 31, 2010 at 4:08 PM, Andrei Alexandrescu
> <SeeWebsiteForEmail at erdani.org <mailto:SeeWebsiteForEmail at erdani.org>>
> wrote:
>
>     A discussion to which I think some of us could add value:
>
>     http://stackoverflow.com/questions/4516283/the-d-programming-language-for-game-development
>
>     Andrei
>
>
> Lambert's answer says the compilers are definitely not bug-free and all,
> but is it really that bad? In a medium-sized project, do the compiler
> bugs really get all too frequent or something, and if so, is it simple
> to find workarounds?

It's still quite bad atm. If you spent a whole day programming in D, 
you'd probably find at least one compiler bug, especially if you have 
optimisations enabled. You'll also probably find quite a lot of code 
that is supposed to compile, but doesn't, and this isn't documented 
anywhere (at least not in a useful way).

There's almost always workarounds, but that's not the problem. The 
problem is trying to figure out whether the bug is in your code or the 
compiler.

> Because I guess, quite frankly... if Derelict works, I have nearly no
> reason to keep doing C++. In fact, the ease of meta and generative
> programming in D makes me wonder if it's not much easier make the game
> engine in it.

Yes, Derelict is a very nice set of libraries :-)



More information about the Digitalmars-d mailing list