[OT] Previously: DMD - Windows -> C# in gamedev
Nick Sabalausky
a at a.a
Sun Jan 8 12:55:02 PST 2012
"Peter Alexander" <peter.alexander.au at gmail.com> wrote in message
news:jebvvg$2orl$1 at digitalmars.com...
> On 8/01/12 4:11 AM, Walter Bright wrote:
>> On 1/7/2012 4:12 PM, Peter Alexander wrote:
>>> The main advantage of Lua for game code (in my opinion) is runtime
>>> reloading,
>>> and the ability to avoid recompiles just to test some new game logic.
>>> That's not
>>> so easy with C++.
>>
>> D is far faster at compiling than C++.
>
> True, but:
>
> - It's not orders of magnitude faster. You still have to wait for a
> re-compile of large projects.
>
> - Linking takes just as much time as compiling.
>
They should both be more than fast enough in D if you're just compiling
gameplay scripts. Especially on typical game-dev machines, which are
above-average spec anyway.
> - Can't account for the time it takes to boot your application back up
> after compiling and get back into the state you were in when you wanted to
> make the change.
>
So compile the scripts to a dynamic lib instead of a static one. Shoot, id
was already doing that back with Quake 1 or 2, weren't they?
> - Also, DMD is slow at optimising.
> http://d.puremagic.com/issues/show_bug.cgi?id=7157
Yea, like Walter said, just don't use that in the middle of an
"edit-comple-test-edit" loop.
More information about the Digitalmars-d
mailing list