On 13 December 2013 23:53, Szymon Gatner <noem...@gmail.com> wrote: > On Friday, 13 December 2013 at 13:06:16 UTC, Rikki Cattermole wrote: > >> On Friday, 13 December 2013 at 12:37:21 UTC, Szymon Gatner wrote: >> >>> Hi, I am experienced C++ programmer, recently switched to indie gamedev >>> (1 title released commercially, another on the way). I am really interested >>> in this for 2 reasons: >>> 1) a chance to work with someone of your experience >>> 2) as soon as it is possible (that would be D working on iOS) I would >>> like to do a transition from C++ to D in our projects so new experience in >>> D (and in the industry) is just perfect >>> >>> Please consider me! >>> >> >> From the sounds of it, it'll be a community project so no worries, just >> join in. >> Have a talk with the GDC compiler guys about helping with ARM support and >> getting on iOS. They could definitely use the help! >> Although from my knowledge there probably will be issues with tool chain >> not verified by Apple. >> > > Thing is, I feel nowhere near qualified to work on a compiler. And > compiler is really just a beginning. Even with Xcode preparing iOS app that > is written in C++ and not Objective-C is still far from easy. >
Really? Everything I've ever written on iOS was in full C++, with just one .m file to boot, and marshall the view and input events :) I think doing the same with D would be equally trivial. A game doesn't need access to the full iOS UI library. Any OS service calls can be wrapped in C functions in the marshalling .m file.