On Friday, 13 December 2013 at 15:28:41 UTC, Manu wrote:
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.
LOL so I am not the only one he does iOS programming more on
Windows than on Mac. Btw I was very surprised to see that most
(if not all) attendees of DConf had Mac Books. I hate mine with
passion.