On Tue, 05 Jan 2016 22:13:56 +0100, Jacob Carlborg wrote: > On 2016-01-05 19:05, Chris Wright wrote: > >> In order for me to use D more, I would need Unreal Engine bindings with >> editor and serialization integration, probably, and that's hard. Unreal >> uses annotations for this, which are macros that do nothing; you read >> the annotations by parsing the C++ source. > > It would be possible to do that in D as well, with user defined > attributes.
Well, yes, I do know about D attributes. Creating the attributes is easy. Integrating them into the editor and build system is the tricky part. For instance, it could be the case that the editor is hard-coded to accept fields only from C++ source code. There's some amount of code generation going on, and I don't know how to replicate that in D. I don't know if it's even documented. Contrast that with, say, Urho3D, where there's not much to do besides wrapping C++ types and functions.