On Thursday, 19 February 2015 at 02:08:39 UTC, Will Cassella wrote:
Thanks for the replies, everyone!

I think I'll try my hand at writing bindings for my existing game engine, as Grøstad suggested - that way I can gradually transition the codebase to D if I like what I see.

My 2 cents would be: start with a toy project that stresses a bit resource management (the toy project might as well be the rendering part of your existing engine). The only part of D I really don't like is non-deterministic resource destruction, because it can be really painful when it comes to stuff like OpenGL resources (e.g: if the GC calls any OpenGL function, you get a "nice" crash since OpenGL is not multithread-aware by default).

IMO the first thing you should do, is trying to see if you are able to manage all your critical resources (including OpenGL objects) by using D structs coupled with Unique! and RefCounted! templates you can find in std.typecons module.

I highly suggest you to do that, because that is the worst hurdle I had to face during any kind of D + OpenGL development. If you understand how to get stuff done right, you are set, and the rest of the work will be painless and fun.

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