So what exactly is coming with extended C++ support?
Paulo Pinto via Digitalmars-d
digitalmars-d at puremagic.com
Wed Oct 15 00:19:17 PDT 2014
On Tuesday, 14 October 2014 at 20:41:25 UTC, Nick Sabalausky
wrote:
> On 09/30/2014 04:48 AM, Szymon Gatner wrote:
>> On Monday, 29 September 2014 at 20:15:06 UTC, bachmeier wrote:
>>> On Monday, 29 September 2014 at 10:00:27 UTC, Szymon Gatner
>>> wrote:
>>>
>>>
>>> Is that all it would take? Do you also need a GC-free standard
>>> library, which seems to be the need of all the others saying
>>> "do this
>>> and I'll switch from C++"? Are the tools good enough?
>>
>> Considered how many games (and I don't mean indie anymore, but
>> for
>> example Blizzard's Heartstone) are now created in Unity which
>> uses not
>> only GC but runs in Mono I am very skeptical of anybody
>> claiming GC is a
>> no-go for games.
>
> The whole "Unity3D == Mono" thing is a somewhat inaccurate
> misconception.
>
> Unity3D's engine (ie, the real workhorse of any Unity3D game)
> is written in plain old native C++. So not *necessarily* GC
> (though they might still use one internally, I wouldn't know).
>
> Only the game-specific scripts (and I *think* the Unity3D
> Editor) actually run on Mono. And even then, the game scripts
> *are* able to call into C-linkage stuff, which *is*
> occasionally done to work around performance issues within game
> scripts.
>
> Also, I imagine Mono's GC is probably quite a bit better than
> D's currently is.
Yeah, but on the other hand there are quite a few small studios
living off Air, LibGDX/jMonkeyEngine and XNA/MonoGame.
Which is an area where D could also appeal to indies.
One needs to start somewhere.
--
Paulo
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