Making d actually usable by ai
Richard (Rikki) Andrew Cattermole
richard at cattermole.co.nz
Thu Aug 6 11:50:55 UTC 2026
On 06/08/2026 8:12 PM, Serg Gini wrote:
> 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
Agreed, the D one is what I'd want.
My guess is that the LLM is thinking for Odin that it is just doing
project initialization, whereas for D its starting to build the full
project and adding raylib dependency is just task 1.
Of course this is all due to monkyyy not using plans.
I suspect the solution here would be to modify the global prompt
template to add something like: "do the minimal amount of work necessary
to archive the goal(s), ignoring best practice and styling."
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