Making d actually usable by ai

Serg Gini kornburn at yandex.ru
Thu Aug 6 08:12:54 UTC 2026


On Thursday, 6 August 2026 at 02:13:56 UTC, monkyyy wrote:
> When writing full ai code ive been going with odin, it just 
> keeps being the right choice, the reason is extremely simple 
> odin is correct on lib management d is not.

my 50 cents:
1) Odin is opinionated gamedev language, D is general purpose (D 
won)
2) dub is good (D won)
3) many people don't give a clue about raylib. One AAA gamedev I 
know said: raylib is opengl garbage, if you want something simple 
is better to get even SDL, at least it has Vulkan support
4) file structure of D's project is better (nice modularized 
structure which most of the games will need, instead of one file 
spaghetti garbage) (D won)
5) OO pushed for D with classes in different files with more 
clear and easy to work with structure. Even easier for AI - as it 
should not read large single file all the time, but will know 
that if it need to fix player - it will read player.d first, if 
enemy - enemy.d (D won)

So thanks to show us superiority of D compare to Odin :)
Its nice to know


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