On 14 December 2013 01:35, Szymon Gatner <noem...@gmail.com> wrote: > 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.
Fuck, I'm yet to meet a programmer who does iOS programming on a Mac... Many of my (professional) friends and colleagues even use Hackintoshes to do their iOS dev! I'd never give a cent to Apple and support their exclusive, proprietary, walled-garden wanker's club if I can help it! ;) > Btw I was very surprised to see that most (if not all) attendees of DConf > had Mac Books. I hate mine with passion. > Me too! I was absolutely astonished! Sickened even! It was 100 times worse when I was standing on that bloody stage looking at 100 little glowing apple logo's on the backs of everyone's screens, twice! I did manage to resist the urge for public (and filmed) comment, it took every bit of restraint I had though :P That said, I'm not so exclusive to not support their platform in my software. And they do have a good appstore, which is viable for indy's.