On Monday, 9 September 2013 at 04:00:39 UTC, Manu wrote:

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.

I don't believe that typical. We are working with some very big modules, and we have _no_ problems at all regarding that aspect.

I think that this is a swift for the discussion: discussing about an issue that it is present _today_ in a commercial user of the product, or a discussion about an a _potential_ problem.

The worst part of all this mess it is that the proposal ditches one of the *strong* selling point of D: no code duplication, use documentation if you want an overview.

I also strongly disagree that this way of coding is not typical: here at work we are using it without problems with D, and, again, DDocs are the right way.

I would also add that also here we have a lot of time pressures for the releases... as in every commercial software company I know of... ;-P

- Paolo Invernizzi

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