O_o .. what's your agenda? I think what I'm talking about here is something slightly different. Also I think the goals of my engine are fairly specific too; run fast, on anything (ie, heavily resource limited hardware), no non-operating-system dependencies, small code. I think this is a different angle than most modern games type projects. Obviously, the point however is to make over a decade of development available for people to use. There's a lot in there.
On 1 November 2015 at 11:43, Rikki Cattermole via Digitalmars-d <digitalmars-d@puremagic.com> wrote: > On 01/11/15 2:33 PM, Manu via Digitalmars-d wrote: >> >> So, I just wanted to put this idea out there, and see what other >> people make of it. >> >> I have this game engine (https://github.com/TurkeyMan/fuji), it's >> lived for about 12 years now (first commit in 2004, and it existed >> prior before source control). I called it 'Fuji' (a modest, yet >> pleasing and attractive mountain). It supports (or has supported) >> shit-loads of platforms; I'm a game-engine dev for life, and I have a >> fetish for portability, and niche platform support. >> Needless to say, it has had a LOT of time and energy put into it, and >> I would say it's infrastructurally better than most proprietary >> commercial game-engines I've worked with (although there are some >> missing features, I just implement what I need), mainly in that I have >> the luxury to aggressively refactor when design decisions turned out >> to be mistakes, and no deadlines to meet. >> It is a very good example of what we use in real-world AAA gamedev. >> >> It's written in C, obviously. It has comprehensive bindings for D, >> which I'm pretty sure I'm the only one that's ever used, and I use it >> in all my modern D projects. >> >> Anyway. I'm spending less time on hobby game-dev these days, obviously >> I'm not going to make the worlds next big game engine... Hobbyists >> will just use Unity. I'm not quite sure what to do with it. >> >> I have been thinking about full-scale porting to D, and it would serve >> there is a massive-scale long-term codebase, with portability as it's >> primary objective, and I don't know of another project quite like this >> in the D ecosystem? Also, perhaps D gamedevs might be interested in an >> all-D game engine they can use and hack on. >> >> So, when I think on that, I consider what would be lost... and the >> answer is; almost all platforms. But this is something that can be >> addressed. >> >> If people find this to be an interesting project, and I do take some >> time to do this port, what I'd really love is to work together with >> some of the niche platform support guys and use it to stress test >> toolchains for various platforms. I'd also like help from guys like >> Johannes to make regularly released builds of some console >> cross-compilers available so that it can keep on building. >> The CI of this project for those platforms would more-or-less verify >> that the toolchains and druntime+friends are working. >> >> It seems like a pretty big project, but I can't think of a better use >> for this codebase right now. >> >> Does this generally interest anyone? The thought of it makes me >> nervous, but I also think this might be the most valuable thing I can >> do with this code today. >> Alternative would be to port to Rust ;) > > > After completing std.experimental.color, would you mind doing the same sort > of thing for audio? > As you know I'm slowing building up code for game dev: > https://github.com/rikkimax/alphaPhobos > > You have a lot of good code there, it would be nice to rebuild most > abstractions that are commonly used out. Ok, I have another agenda then what > you want, but still :p