On Tuesday, 30 September 2014 at 17:11:48 UTC, Szymon Gatner wrote:
I use both std/boost and exceptions when makes sense - game is not just rendering and number crunching after all.

I used some parts of boost c++0x std on ios a few years ago. I guess it is no longer maintained, but maybe it is possible to use the useful parts of a generic std library and match the memory layout on the D side?

calling writeln() from D side). Win32 support is coming but I expect similar problems (is nobody really mixing C++ and D using VC++ atm?).

Dunno.

That being said my biggest fear is that D2 will never be finished... I am lurking on those forums for 2 years now, waiting for the signal to start the transition but I need to be sure that in few months everything I need and the code I write will work as expected (and on iOS too). I am not seeing this

Well, I looked at D1 eight years ago with the intent of using it for game/world content on the server side. It was kind of nice, but the compiler was basic. Then I decided to drop D1 and wait for D2 when it was announced, and been tracking it ever since... So yeah, impatient. I dont think there will be a game friendly D version untill someone decides to cooperate on D--. Basically cutting features and redesign for fast precise GC that minimize cache load and that can run 60 times per sec without taking more than 10% of the cpu.

I think it is doable for a given execution and memory model. Add some constraints and performance will happen! :-)

strings...). It looks like Phobos might need to be rewritten entirely and soon. I will not give up tho, if I must skip D for one more project (which lasts year or two) then be it, hopefully I will be able to use if for the nest one :(

If all the people who want to use it for game content ( not engine, but content ) cooperated and created c++ compatible datatypes then maybe we could have something going within 6-12 months?



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