Gamedev is about solutions being given (MSVC, closed console platform
tools, etc), and they are just waiting for the package to appear.
It's not entirely unreasonable either. Most people probably don't
realise how high-stress and unfair the gamedev industry is when it
comes to engineers time and commitment to their work.
To say that they literally have no time to spend on extra-curricular
projects is an understatement, and risk-aversion is a key form of
self-defence. I know many gamedev's who are frequently expected to
choose between their life and families, or their jobs.

There are some gamedev jobs that aren't like this. My last one was 40 hrs/week and never a minute more.

One thing I do think needs more emphasis though, is the true costs of
'compile time parameters'.
People tend to only consider runtime performance, and rarely consider it in relation to binary bloat, or more subtle forms of performance impact, like icache misses, which are more difficult to measure, and
rarely express themselves in benchmark environments.


I see gamedev's use this as an excuse too much, it is mostly bunk. They would have manually written it N times anyway, or they simply put code into a template that didn't need to be.


 Anyway to make D attractive to game development?
1. VisualD needs to be on par with Visual Assist
2. D needs to figure out what the hell it is doing with GC/RC/Memory
3. Target all common platforms
4. Allow for C++ and D to call each other without requiring a C interop layer.(not going to happen but would help immensely)

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