D game engine from scratch

madwebness qount25 at protonmail.com
Sun Apr 5 00:25:37 UTC 2026


On Saturday, 4 April 2026 at 20:16:58 UTC, Andi wrote:
> On Saturday, 4 April 2026 at 20:14:23 UTC, Andi wrote:
>> hi everyone.
>>
>> im a big fan of D since uh, i guess it was around 2014 but i 
>> never had the time to dig really deep into it. ~4 weeks ago i 
>> started to write my game engine (not the first time haha) but 
>> in D, and im so extremely amazed how frictionless this whole 
>> process was so far. I dont understand why this language hasnt 
>> more widespread adoption, its awesome <3
>>
>> greetings!
>>
>> ps.: 400 unit tests so far, i love this! 
>> https://www.youtube.com/watch?v=unZW1Bqin5c
>
> oh an maybe to point out, every pixel in that video is via D 
> and software rendered, no win11 crap either, i just copied the 
> icons because i like them (sorry)

So you probably saw my thread about text-editor from scratch. I 
use Raylib for my editor's rendering, but I was also thinking of 
maybe making it easier to later swap backends and also allow 
software rendering, like GOP for example.

What's your experience with software rendering, how do you draw 
pixels on screen? Because I initially considered specifically 
that, but on Linux/BSD/X11 it was extremely difficult, for some 
reason, to just open a window  and draw one pixel - I eventually 
managed to do it, but it was a lot of boilerplate, whereas with 
Raylib "it just werks" (tm) and is pretty portable.

I also do wonder why haven't you used Raylib yourself (D has a 
nice binding!).


More information about the Digitalmars-d mailing list