D game development: a call to action
qznc
qznc at web.de
Mon Aug 5 23:23:08 PDT 2013
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
> I am one of the few who have taken a keen interest in D for
> game development. The concise language and modern conveniences
> may be able to reduce many hours worth of development time off
> a game project, while making the code more maintainable. Aside
> from the core language, Dlang graphics bindings have a way to
> go before even earning acceptance in the indie gaming scene,
> but it's making great strides to get there.
>
> The main challenge I've hit is the lack of any sort of path for
> adopting a media engine. Bindings (like SFML
> https://github.com/krzat/SFML-D) all suffer from:
>
> A) No information about its current status: this is scary if
> its repo hasn't been updated in months.
> B) Usually are complex to get working in a new project
> (manually building or searching for undocumented dependency
> DLLs)
> C) Lack practical references and tutorials for "real would
> usage"
> e.g. "how to create an OpenGL window" or "how to render a
> triangle"
> versus something like "how to load from disk an image texture
> onto a quad and move it around using keyboard events"
>
> SFML bindings are also in https://github.com/aldacron/Derelict3
> but I couldn't find a scrap of information on how to use it,
> how to compile correctly, or example usage. It's unclear if the
> library is even usable in its current state.
>
> Please don't take this as blind criticism, but rather a plea to
> action for the community to provide better library
> documentation support for: current lib status, getting started
> adding it, and a general use tutorial/example. If we start
> doing this, it'll make a big impact for other game developers
> who are new to Dlang to adopt the language. Thanks for
> listening!
I am using DAllegro 5 for 2D stuff. So far, it went very smooth.
I just use the original documentation.
https://github.com/SiegeLord/DAllegro5
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