"Josh Simmons" <simmons...@gmail.com> wrote in message news:mailman.2920.1316237301.14074.digitalmar...@puremagic.com... > On Sat, Sep 17, 2011 at 2:55 PM, Sean Kelly <s...@invisibleduck.org> > wrote: >> On Sep 16, 2011, at 7:09 PM, Xavier wrote: >> >>> Peter Alexander wrote: >>>> I recently stumbled across this (old) blog post: >>>> http://prog21.dadgum.com/13.html >>>> >>>> In summary, the author asks if you were offered $100,000,000 for some >>>> big software project, >>> >>> While this is a "silly little hypothetical thread" (and it is Friday >>> afterall so that probably explains the OP), I cannot fathom that amount >>> being spent on just software on one project (though I've worked on one >>> system, i.e., software + hardware, project worth 10's of millions). >>> Maybe >>> someone here can? Examples please, or give the largest one you can think >>> of (it can be hypothetical). Remember, it's just software, not a system. >> >> Top-tier computer game budgets are tens of millions of dollars. >> > > Writing a AAA game in D would mean fixing a whole bunch of D, way > easier to stick to what's proven. > > You'd have to disable the collector or make it better than every > existing one, which in turn means you're not using most of the > standard library. This is OK though since AAA games generally don't > use standard library stuff anyway. You'd have to fix the codegen too > (or maybe develop further ldc or gdc) and build new tools for just > about everything. > > So basically sure you could do anything with enough money, but why > would you do it the hard way?
Keep in mind, most of a AAA game's codebase is externally-developed middleware these days. I think the middleware development sector would be willing to fix those issues if it meant being able to provide a more competitive offering (ie, their customers can use an easier to use/learn language, and don't need as many C++ gurus, etc). Of course, D will need more buzz in the game world to give middleware developers that push. But middleware provides a way around the question of "Why would game developers do it the hard way?" Their product may (arguably) end up the same either way for a game developer. But doing that hard stuff could make a middleware developer's product be more attractive ("It's kinda like moving from C++ to C#, except you don't have that 5% performance hit, you have all this metaprogramming and concurrency stuff C++ and C# don't have, and you're not locked into MS platforms."). So there's the motivation for "the hard way". Of course, personally, I'd consider using an already-working-but-C++-based toolchain to be "the hard way", but that's me.