[off-topic] Sony releases PS Vita SDK
Sean Kelly
sean at invisibleduck.org
Fri Apr 20 07:28:21 PDT 2012
On Apr 19, 2012, at 11:30 PM, "Jameson Ernst" <j.patrick.ernst at gmail.com> wrote:
> On Thursday, 19 April 2012 at 19:37:28 UTC, Nick Sabalausky wrote:
>> "Paulo Pinto" <pjmlp at progtools.org> wrote in message
>> news:jmpl39$1oa1$1 at digitalmars.com...
>>> Hi,
>>>
>>> just wanted to announce that Sony has finally made the new Playstation
>>> Vita SDK available, as we were discussing some months ago.
>>>
>>> http://www.playstation.com/pss/index_e.html
>>>
>>> The gamming industry seems to be slowing moving to C#. Would we still
>>> be able to convince developers to move to D instead?
>>>
>>
>> Yes. I suspect that the movement to C# is somewhat of a compromise due to
>> the fact that C/C++ has been the *only* real systems language usable for
>> most gaming systems. Obviously, something better than C++ is needed, and
>> thanks to the moronic VM/interpreted obsessions from the last decade or so
>> that rendered most new languages impotent, there was no real alternative to
>> C++. So, I suspect, that's why they made the compromise of going with C#.
>>
>> But D is *real* systems language, unlike C#. And frankly, it beats the snot
>> out of C#. I'm not just saying that subjectively as D fan: Five years ago
>> (if not less) I considered C# and D tied as my favorite languages. But the
>> more I used both, the more I got fed up with C#'s dumb limitations and MS's
>> disinterest in addressing them, and the more I liked D.
>>
>> If D can't be made to attract game devs away from C++/C#, then I'll loose
>> what little faith I have left in mainstream games development.
>
> As a C# game developer very interested in D, I'll chime in on this. The contrast from C++ is definitely a part of it. C# is very pleasant to work in for the most part. C# is actually quite fast, but would I prefer to also reap the full benefit of native speed? Absolutely, that's why I'm so interested in D.
>
> I think there's more to it though. I mentioned this in the Fibers thread, but C# provides a limited form of coroutine built into the language. The utility of coroutines in game logic cannot be overstated. Being able to do things like:
>
> {
> WalkTo(pos);
> WaitForSeconds(3);
> FireMyLaser(target);
> }
>
> And have it JUST WORK like you want is huge. You can get this by delegating out to a script language that supports it like LUA, but then we're back in JIT territory. Expressing this kind of thing in the native language itself would be ideal.
>
> I think D is sitting on a game dev goldmine with core.thread.Fiber. Especially the bit about being able to migrate them across threads. Having 10,000 entity coroutines active and being able to load balance them across all your cores with a taskpool would be amazing. I'm just worried that since Fiber seems to be such a low-key feature that it won't survive a refactor of the library or fall out of favor over time and be deprecated.
For what it's worth, Mikola Lysenko did a talk on coroutines in D at a D conference a few years ago. It's on video, if you're interested in looking for it.
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