On 14 December 2013 01:09, Szymon Gatner <noem...@gmail.com> wrote: > On Friday, 13 December 2013 at 14:50:18 UTC, Manu wrote: > >> 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. >> > > That is exactly what I do too, all C++ + some .mm files. I rather meant > debugging capabilities of Xcode (well now mych better in v5 but still crap > compared to VC), code signing, provisions and a need to use command line > instead of IDE for archiving etc. Tbh I am using CMake to keep my projects > portable so that is a part of a problem but still ;) >
Indeed, but I would just never try and debug the iOS build :) I always debug the PC build, and then occasionally you need to fix a straggling iOS specific issue... but they're typically few and far between, particularly if your tech has good portability to start with.