new DIP47: Outlining member functions of aggregates
PauloPinto
pjmlp at progtools.org
Sun Sep 8 23:39:09 PDT 2013
On Monday, 9 September 2013 at 04:00:39 UTC, Manu wrote:
> On 9 September 2013 05:46, Andrej Mitrovic
> <andrej.mitrovich at gmail.com>wrote:
>
>> On 9/8/13, Jesse Phillips <Jesse.K.Phillips+D at gmail.com> wrote:
>> > I realize that we want to make it as painless as possible for
>> > Remedy to switch from C++ to D (along with the rest of the
>> > game
>> > developers).
>>
>> FWIW I don't think this has anything to do with Remedy (afaik
>> Manu
>> doesn't work there anymore).
>>
>
> Indeed. These opinions are my own, and I raised it on the merit
> of our
> experience last weekend in a 48hour game-dev-jam with a few
> former
> colleagues (including one who still works at Remedy).
> This discussion has come up at remedy in the past, but I don't
> think this
> is of particular significance to the remedy workflow; the
> modules were
> small enough to not cause issues, at least not as I left it.
>
> I believe the scenarios I describe are going to be very typical
> though, at
> least in the game-dev context, particularly when larger volumes
> of D code
> emerge. I've demonstrated this across 2 separate 48 hour
> game-jam's now,
> which simulate the environment of a commercial crunch period
> quite
> faithfully.
Game developers embracing Erlang, C#, Java and ActionScript don't
seem to have issues with that, as far as I can tell.
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