Re: D on next-gen consoles and for game development

2013-05-31 Thread Rainer Schuetze
On 30.05.2013 22:59, Benjamin Thaut wrote: One possible complication: memory block operations would have to treat pointer fields differently somehow. Would they? Shouldn't it be possible to make this part of the post-blit constructor? Not in general, e.g. reference counting needs to know

Re: D on next-gen consoles and for game development

2013-05-31 Thread Michel Fortin
On 2013-05-31 06:02:20 +, Rainer Schuetze r.sagita...@gmx.de said: On 30.05.2013 22:59, Benjamin Thaut wrote: One possible complication: memory block operations would have to treat pointer fields differently somehow. Would they? Shouldn't it be possible to make this part of the post-blit

Re: D on next-gen consoles and for game development

2013-05-31 Thread Rainer Schuetze
On 31.05.2013 12:54, Michel Fortin wrote: On 2013-05-31 06:02:20 +, Rainer Schuetze r.sagita...@gmx.de said: On 30.05.2013 22:59, Benjamin Thaut wrote: One possible complication: memory block operations would have to treat pointer fields differently somehow. Would they? Shouldn't it

Re: D on next-gen consoles and for game development

2013-05-31 Thread Joseph Rushton Wakeling
On 05/24/2013 01:51 AM, Joseph Rushton Wakeling wrote: Maybe someone else can point to an example, but I can't think of any language prior to D that has both the precision and speed to be useful for games and embedded programming, and that also has GC built in. So it seems to me that this

Re: D on next-gen consoles and for game development

2013-05-30 Thread Rainer Schuetze
On 29.05.2013 10:06, Manu wrote: What do you think is easier, or perhaps even POSSIBLE in D? A good RC approach, or a V8 quality concurrent+incremental GC? I think none of them is feasible without write-barriers on pointer modifications in heap memory. That means extra code needs to be

Re: D on next-gen consoles and for game development

2013-05-30 Thread Manu
On 30 May 2013 19:50, Rainer Schuetze r.sagita...@gmx.de wrote: On 29.05.2013 10:06, Manu wrote: What do you think is easier, or perhaps even POSSIBLE in D? A good RC approach, or a V8 quality concurrent+incremental GC? I think none of them is feasible without write-barriers on pointer

Re: D on next-gen consoles and for game development

2013-05-30 Thread Dicebot
On Thursday, 30 May 2013 at 11:17:08 UTC, Manu wrote: His GC looked good, clearly works better for the sociomantic guys, but I can't imagine it, or anything like it, will ever work on embedded platforms? No hardware/OS support... is it possible to emulate the requires features? Well,

Re: D on next-gen consoles and for game development

2013-05-30 Thread Manu
On 30 May 2013 21:20, Dicebot m.stras...@gmail.com wrote: On Thursday, 30 May 2013 at 11:17:08 UTC, Manu wrote: His GC looked good, clearly works better for the sociomantic guys, but I can't imagine it, or anything like it, will ever work on embedded platforms? No hardware/OS support... is

Re: D on next-gen consoles and for game development

2013-05-30 Thread Dicebot
On Thursday, 30 May 2013 at 11:31:53 UTC, Manu wrote: Which 'both' cases? OS support for fork+CoW vs no support, own implementation

Re: D on next-gen consoles and for game development

2013-05-30 Thread Diggory
On Thursday, 30 May 2013 at 11:34:20 UTC, Dicebot wrote: On Thursday, 30 May 2013 at 11:31:53 UTC, Manu wrote: Which 'both' cases? OS support for fork+CoW vs no support, own implementation If you can modify the DMD compiler to output a special sequence of instructions whenever you assign

Re: D on next-gen consoles and for game development

2013-05-30 Thread Michel Fortin
On 2013-05-30 12:04:09 +, Diggory digg...@googlemail.com said: If you can modify the DMD compiler to output a special sequence of instructions whenever you assign to a pointer type then you can do a concurrent/incremental GC with minimal OS or hardware support. This also happens to be

Re: D on next-gen consoles and for game development

2013-05-30 Thread Rainer Schuetze
On 30.05.2013 13:16, Manu wrote: On 30 May 2013 19:50, Rainer Schuetze r.sagita...@gmx.de mailto:r.sagita...@gmx.de wrote: On 29.05.2013 10:06, Manu wrote: What do you think is easier, or perhaps even POSSIBLE in D? A good RC approach, or a V8 quality

Re: D on next-gen consoles and for game development

2013-05-30 Thread Benjamin Thaut
One possible complication: memory block operations would have to treat pointer fields differently somehow. Would they? Shouldn't it be possible to make this part of the post-blit constructor? Kind Regards Benjamin Thaut

Re: D on next-gen consoles and for game development

2013-05-29 Thread Paulo Pinto
On Wednesday, 29 May 2013 at 00:40:16 UTC, Manu wrote: On 29 May 2013 03:27, Paulo Pinto pj...@progtools.org wrote: Am 28.05.2013 15:33, schrieb Steven Schveighoffer: On Sat, 25 May 2013 01:52:10 -0400, Manu turkey...@gmail.com wrote: What does ObjC do? It seems to work okay on embedded

Re: D on next-gen consoles and for game development

2013-05-29 Thread Paulo Pinto
On Wednesday, 29 May 2013 at 00:46:18 UTC, Steven Schveighoffer wrote: On Tue, 28 May 2013 20:40:03 -0400, Manu turkey...@gmail.com wrote: ObjC and WinRT are both used successfully on embedded hardware, I'm really wondering if this is the way to go for embedded in D. V8 uses an incremental

Re: D on next-gen consoles and for game development

2013-05-29 Thread Rainer Schuetze
On 29.05.2013 02:46, Steven Schveighoffer wrote: On Tue, 28 May 2013 20:40:03 -0400, Manu turkey...@gmail.com wrote: ObjC and WinRT are both used successfully on embedded hardware, I'm really wondering if this is the way to go for embedded in D. V8 uses an incremental collector (somehow?),

Re: D on next-gen consoles and for game development

2013-05-29 Thread Paulo Pinto
On Wednesday, 29 May 2013 at 07:18:49 UTC, Rainer Schuetze wrote: On 29.05.2013 02:46, Steven Schveighoffer wrote: On Tue, 28 May 2013 20:40:03 -0400, Manu turkey...@gmail.com wrote: ObjC and WinRT are both used successfully on embedded hardware, I'm really wondering if this is the way

Re: D on next-gen consoles and for game development

2013-05-29 Thread Manu
On 29 May 2013 17:18, Rainer Schuetze r.sagita...@gmx.de wrote: On 29.05.2013 02:46, Steven Schveighoffer wrote: On Tue, 28 May 2013 20:40:03 -0400, Manu turkey...@gmail.com wrote: ObjC and WinRT are both used successfully on embedded hardware, I'm really wondering if this is the way

Re: D on next-gen consoles and for game development

2013-05-29 Thread Jacob Carlborg
On 2013-05-29 09:05, Paulo Pinto wrote: The main reason was that the GC never worked properly given the C underpinnings of Objective-C. Too many libraries failed to work properly with GC enabled, plus you needed to fill your code with GC friendly annotations. So I imagine Apple tried to find

Re: D on next-gen consoles and for game development

2013-05-29 Thread Michel Fortin
On 2013-05-29 08:06:15 +, Manu turkey...@gmail.com said: What do you think is easier, or perhaps even POSSIBLE in D? A good RC approach, or a V8 quality concurrent+incremental GC? I get the feeling either would be acceptable, but I still kinda like idea of the determinism an RC collector

Re: D on next-gen consoles and for game development

2013-05-29 Thread Michel Fortin
On 2013-05-29 09:46:20 +, Jacob Carlborg d...@me.com said: On 2013-05-29 09:05, Paulo Pinto wrote: The main reason was that the GC never worked properly given the C underpinnings of Objective-C. Too many libraries failed to work properly with GC enabled, plus you needed to fill your code

Re: D on next-gen consoles and for game development

2013-05-28 Thread Steven Schveighoffer
On Sat, 25 May 2013 01:52:10 -0400, Manu turkey...@gmail.com wrote: What does ObjC do? It seems to work okay on embedded hardware (although not particularly memory-constrained hardware). Didn't ObjC recently reject GC in favour of refcounting? Having used ObjC for the last year or so

Re: D on next-gen consoles and for game development

2013-05-28 Thread David Nadlinger
On Tuesday, 28 May 2013 at 13:33:39 UTC, Steven Schveighoffer wrote: I asked David Nadlinger at the conference whether we could leverage this power in LDC, since LLVM is the compiler back-end used by Apple, but he said all those optimization passes are in the Objective-C front-end. Hm,

Re: D on next-gen consoles and for game development

2013-05-28 Thread Manu
On 28 May 2013 23:33, Steven Schveighoffer schvei...@yahoo.com wrote: On Sat, 25 May 2013 01:52:10 -0400, Manu turkey...@gmail.com wrote: What does ObjC do? It seems to work okay on embedded hardware (although not particularly memory-constrained hardware). Didn't ObjC recently reject GC in

Re: D on next-gen consoles and for game development

2013-05-28 Thread Steven Schveighoffer
On Tue, 28 May 2013 09:50:42 -0400, David Nadlinger s...@klickverbot.at wrote: On Tuesday, 28 May 2013 at 13:33:39 UTC, Steven Schveighoffer wrote: I asked David Nadlinger at the conference whether we could leverage this power in LDC, since LLVM is the compiler back-end used by Apple, but

Re: D on next-gen consoles and for game development

2013-05-28 Thread David Nadlinger
On Tuesday, 28 May 2013 at 13:56:03 UTC, Manu wrote: Yep, I can imagine it would work really well, if the front-end implemented the logic to factor out redundant inc/dec ref's. It isn't the best idea to do this sort of optimizations (entirely) in the front-end, because you really want to be

Re: D on next-gen consoles and for game development

2013-05-28 Thread Manu
On 29 May 2013 00:01, David Nadlinger s...@klickverbot.at wrote: On Tuesday, 28 May 2013 at 13:56:03 UTC, Manu wrote: Yep, I can imagine it would work really well, if the front-end implemented the logic to factor out redundant inc/dec ref's. It isn't the best idea to do this sort of

Re: D on next-gen consoles and for game development

2013-05-28 Thread Paulo Pinto
Am 28.05.2013 15:33, schrieb Steven Schveighoffer: On Sat, 25 May 2013 01:52:10 -0400, Manu turkey...@gmail.com wrote: What does ObjC do? It seems to work okay on embedded hardware (although not particularly memory-constrained hardware). Didn't ObjC recently reject GC in favour of refcounting?

Re: D on next-gen consoles and for game development

2013-05-28 Thread Manu
On 29 May 2013 03:27, Paulo Pinto pj...@progtools.org wrote: Am 28.05.2013 15:33, schrieb Steven Schveighoffer: On Sat, 25 May 2013 01:52:10 -0400, Manu turkey...@gmail.com wrote: What does ObjC do? It seems to work okay on embedded hardware (although not particularly memory-constrained

Re: D on next-gen consoles and for game development

2013-05-28 Thread Steven Schveighoffer
On Tue, 28 May 2013 20:40:03 -0400, Manu turkey...@gmail.com wrote: ObjC and WinRT are both used successfully on embedded hardware, I'm really wondering if this is the way to go for embedded in D. V8 uses an incremental collector (somehow?), which I've been saying is basically mandatory for

Re: D on next-gen consoles and for game development

2013-05-25 Thread Paulo Pinto
Am 25.05.2013 07:52, schrieb Manu: On 25 May 2013 15:29, deadalnix deadal...@gmail.com mailto:deadal...@gmail.com wrote: On Saturday, 25 May 2013 at 05:18:12 UTC, Manu wrote: On 25 May 2013 15:00, deadalnix deadal...@gmail.com mailto:deadal...@gmail.com wrote:

Re: D on next-gen consoles and for game development

2013-05-25 Thread deadalnix
On Saturday, 25 May 2013 at 05:52:23 UTC, Manu wrote: But it would be deterministic, and if the allocations are few, the cost should be negligible. You'll pay a tax on pointer write, not on allocations ! It won't be negligible ! They're still non-deterministic though. And unless (even

Re: D on next-gen consoles and for game development

2013-05-25 Thread Paulo Pinto
Am 25.05.2013 03:29, schrieb Manu: On 25 May 2013 04:20, Benjamin Thaut c...@benjamin-thaut.de mailto:c...@benjamin-thaut.de wrote: [...] See, I have spend a decade on core tech/engine code meticulously worrying about memory allocation. I don't think a GC is an outright no-go. But we certainly

Re: D on next-gen consoles and for game development

2013-05-25 Thread Benjamin Thaut
Am 25.05.2013 03:29, schrieb Manu: Win64 works for me out of the box... ? For me dmd produces type names like modulename.typename.subtypename which will causes internal errors within the visual studio debugger in some cases. Also debugging of static / global variabels is not possible

Re: D on next-gen consoles and for game development

2013-05-25 Thread Patrick Down
On Saturday, 25 May 2013 at 05:29:31 UTC, deadalnix wrote: This is technically possible, but you said you make few allocations. So with the tax on pointer write or the reference counting, you'll pay a lot to collect very few garbages. I'm not sure the tradeoff is worthwhile. Incidentally,

Re: D on next-gen consoles and for game development

2013-05-25 Thread Timon Gehr
On 05/24/2013 04:33 PM, Manu wrote: But anyway, after fixing the obvious Phobos offenders, another huge step would be to get TempAlloc into druntime and used wherever possible in Phobos. How does that work? One pattern I've used a lot is, since we have a regular 60hz timeslice and

Re: D on next-gen consoles and for game development

2013-05-25 Thread Manu
On 25 May 2013 21:03, Benjamin Thaut c...@benjamin-thaut.de wrote: Am 25.05.2013 03:29, schrieb Manu: Win64 works for me out of the box... ? For me dmd produces type names like modulename.typename.**subtypename which will causes internal errors within the visual studio debugger in some

Re: D on next-gen consoles and for game development

2013-05-25 Thread Brad Roberts
On 5/25/13 6:28 PM, Manu wrote: On 25 May 2013 21:03, Benjamin Thaut c...@benjamin-thaut.de mailto:c...@benjamin-thaut.de wrote: Am 25.05.2013 03:29, schrieb Manu: Win64 works for me out of the box... ? For me dmd produces type names like

Re: D on next-gen consoles and for game development

2013-05-24 Thread Brad Anderson
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: Johannes Pfau's work in progress -vgc command line option [3] would be another great tool that would help people identify GC allocations. This or something similar could also be used to document throughout phobos when GC

Re: D on next-gen consoles and for game development

2013-05-24 Thread deadalnix
On Friday, 24 May 2013 at 05:49:18 UTC, Sean Cavanaugh wrote: Most general allocators choke on multi-threaded code, so a large part of customizing allocations is to get rid lock contention. It is safe to assume that the future is multithreaded and that general allocator won't choke on that

Re: D on next-gen consoles and for game development

2013-05-24 Thread Don
On Thursday, 23 May 2013 at 18:22:54 UTC, Joseph Rushton Wakeling wrote: On 05/23/2013 08:13 PM, Brad Anderson wrote: Now I'm wondering what can be done to foster this newly acquired credibility in games. By far the biggest issue I hear about when it comes to people working on games in D is

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dicebot
On Friday, 24 May 2013 at 07:57:42 UTC, Don wrote: It's worth noting that our code at Sociomantic faces *exactly* the same issues. It is worth noting that _anyone_ trying to write code with either soft or hard real-time requirements faces exactly the same issues ;)

Re: D on next-gen consoles and for game development

2013-05-24 Thread Jacob Carlborg
On 2013-05-24 01:51, Joseph Rushton Wakeling wrote: This also seems to suggest that an ideal solution might be to have several different GC strategies, the choice of which could be made at compile time depending on what's most suitable for the application in question. You can already swap the

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dicebot
On Friday, 24 May 2013 at 08:01:35 UTC, Jacob Carlborg wrote: On 2013-05-24 01:51, Joseph Rushton Wakeling wrote: This also seems to suggest that an ideal solution might be to have several different GC strategies, the choice of which could be made at compile time depending on what's most

Re: D on next-gen consoles and for game development

2013-05-24 Thread deadalnix
On Friday, 24 May 2013 at 08:01:35 UTC, Jacob Carlborg wrote: On 2013-05-24 01:51, Joseph Rushton Wakeling wrote: This also seems to suggest that an ideal solution might be to have several different GC strategies, the choice of which could be made at compile time depending on what's most

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dmitry Olshansky
24-May-2013 09:02, Manu пишет: On 24 May 2013 14:11, Marco Leise marco.le...@gmx.de mailto:marco.le...@gmx.de wrote: Am Thu, 23 May 2013 20:21:47 -0400 schrieb Jonathan M Davis jmdavisp...@gmx.com mailto:jmdavisp...@gmx.com: At some point, we're probably going to need to

Re: D on next-gen consoles and for game development

2013-05-24 Thread Peter Alexander
On Friday, 24 May 2013 at 09:40:03 UTC, Dmitry Olshansky wrote: Alternatively just make a TLS buffer as scratchpad and use that everywhere. I believe that's what TempAlloc is for.

Re: D on next-gen consoles and for game development

2013-05-24 Thread Jacob Carlborg
On 2013-05-23 23:42, Joseph Rushton Wakeling wrote: I'm also in agreement with Manu. There may well already be bugs for some of them -- e.g. there is one for toUpperInPlace which he referred to, and the source of the allocation is clear and is even responsible for other bugs:

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dmitry Olshansky
24-May-2013 13:49, Jacob Carlborg пишет: On 2013-05-23 23:42, Joseph Rushton Wakeling wrote: I'm also in agreement with Manu. There may well already be bugs for some of them -- e.g. there is one for toUpperInPlace which he referred to, and the source of the allocation is clear and is even

Re: D on next-gen consoles and for game development

2013-05-24 Thread Peter Alexander
On Friday, 24 May 2013 at 09:49:40 UTC, Jacob Carlborg wrote: toUpper/lower cannot be made in place if it should handle all Unicode. Some characters will change their length when convert to/from uppercase. Examples of these are the German double S and some Turkish I. In that case it should

Re: D on next-gen consoles and for game development

2013-05-24 Thread Regan Heath
On Fri, 24 May 2013 01:11:17 +0100, Manu turkey...@gmail.com wrote: /agree, except the issue I raised, when ~ is used in phobos. That means that function is now off-limits. And there's no way to know which functions they are... It's not the allocation caused by ~ which is the issue though is

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dicebot
On Friday, 24 May 2013 at 10:24:13 UTC, Regan Heath wrote: It's not the allocation caused by ~ which is the issue though is it, it's the collection it might trigger, right? Depends. When it comes to real-time software you can't say without studying specific task requirements. Stop-the-world

Re: D on next-gen consoles and for game development

2013-05-24 Thread Regan Heath
On Fri, 24 May 2013 11:38:40 +0100, Dicebot m.stras...@gmail.com wrote: On Friday, 24 May 2013 at 10:24:13 UTC, Regan Heath wrote: It's not the allocation caused by ~ which is the issue though is it, it's the collection it might trigger, right? Depends. When it comes to real-time software

Re: D on next-gen consoles and for game development

2013-05-24 Thread Jacob Carlborg
On 2013-05-24 07:02, Manu wrote: I don't think it's hack-ish at all, that's precisely what the stack is there for. It would be awesome for people to use alloca in places that it makes sense. Especially in cases where the function is a leaf or leaf-stem (ie, if there is no possibility of

Re: D on next-gen consoles and for game development

2013-05-24 Thread Jacob Carlborg
On 2013-05-24 12:01, Peter Alexander wrote: In that case it should only allocate when needed. Most strings are ASCII and will not change size. What I mean is that something called InPlace doesn't go hand in hand with something that allocates. There's always std.ascii. -- /Jacob Carlborg

Re: D on next-gen consoles and for game development

2013-05-24 Thread Peter Alexander
On Friday, 24 May 2013 at 12:29:43 UTC, Jacob Carlborg wrote: On 2013-05-24 12:01, Peter Alexander wrote: In that case it should only allocate when needed. Most strings are ASCII and will not change size. What I mean is that something called InPlace doesn't go hand in hand with something

Re: D on next-gen consoles and for game development

2013-05-24 Thread Joseph Rushton Wakeling
On 05/24/2013 11:49 AM, Jacob Carlborg wrote: toUpper/lower cannot be made in place if it should handle all Unicode. Some characters will change their length when convert to/from uppercase. Examples of these are the German double S and some Turkish I. Surely it's possible to put in-place

Re: D on next-gen consoles and for game development

2013-05-24 Thread Peter Alexander
On Friday, 24 May 2013 at 13:37:36 UTC, Joseph Rushton Wakeling wrote: (To be honest, feels a bit of a design flaw in Unicode that character length can change between lower- and uppercase.) Unfortunately it's either that or lose compatibility with ASCII. Lower case dotted-i needs to be one

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 24 May 2013 17:57, Don turnyourkidsintoc...@nospam.com wrote: On Thursday, 23 May 2013 at 18:22:54 UTC, Joseph Rushton Wakeling wrote: On 05/23/2013 08:13 PM, Brad Anderson wrote: Now I'm wondering what can be done to foster this newly acquired credibility in games. By far the biggest

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 24 May 2013 18:01, Jacob Carlborg d...@me.com wrote: On 2013-05-24 01:51, Joseph Rushton Wakeling wrote: This also seems to suggest that an ideal solution might be to have several different GC strategies, the choice of which could be made at compile time depending on what's most suitable

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 24 May 2013 19:40, Dmitry Olshansky dmitry.o...@gmail.com wrote: 24-May-2013 09:02, Manu пишет: On 24 May 2013 14:11, Marco Leise marco.le...@gmx.de mailto:marco.le...@gmx.de wrote: Am Thu, 23 May 2013 20:21:47 -0400 schrieb Jonathan M Davis jmdavisp...@gmx.com

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 24 May 2013 19:49, Jacob Carlborg d...@me.com wrote: On 2013-05-23 23:42, Joseph Rushton Wakeling wrote: I'm also in agreement with Manu. There may well already be bugs for some of them -- e.g. there is one for toUpperInPlace which he referred to, and the source of the allocation is

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 24 May 2013 20:24, Regan Heath re...@netmail.co.nz wrote: On Fri, 24 May 2013 01:11:17 +0100, Manu turkey...@gmail.com wrote: /agree, except the issue I raised, when ~ is used in phobos. That means that function is now off-limits. And there's no way to know which functions they are...

Re: D on next-gen consoles and for game development

2013-05-24 Thread H. S. Teoh
On Fri, May 24, 2013 at 09:34:41AM +1000, Manu wrote: [...] Just to be clear, while I've hard many have, I've NEVER argued for removing the GC. I think that's a hallmark of a modern language. I want to use the GC in games, but it needs to have performance characteristics that are applicable to

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
I might just add that there are some other important targets as well in the vein of this discussion. DLL's *still* don't work properly. druntime/phobos still don't really work as dll's. They are getting some attention, but it's been a really long standing and seriously major issue. Shared

Re: D on next-gen consoles and for game development

2013-05-24 Thread Simen Kjaeraas
On 2013-05-24, 16:24, Peter Alexander wrote: On Friday, 24 May 2013 at 13:37:36 UTC, Joseph Rushton Wakeling wrote: (To be honest, feels a bit of a design flaw in Unicode that character length can change between lower- and uppercase.) Unfortunately it's either that or lose compatibility

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 00:58, H. S. Teoh hst...@quickfur.ath.cx wrote: On Fri, May 24, 2013 at 09:34:41AM +1000, Manu wrote: [...] Just to be clear, while I've hard many have, I've NEVER argued for removing the GC. I think that's a hallmark of a modern language. I want to use the GC in games, but

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dmitry Olshansky
24-May-2013 18:35, Manu пишет: On 24 May 2013 19:40, Dmitry Olshansky dmitry.o...@gmail.com mailto:dmitry.o...@gmail.com wrote: 24-May-2013 09:02, Manu пишет: On 24 May 2013 14:11, Marco Leise marco.le...@gmx.de mailto:marco.le...@gmx.de mailto:marco.le...@gmx.de

Re: D on next-gen consoles and for game development

2013-05-24 Thread Dmitry Olshansky
24-May-2013 18:38, Manu пишет: On 24 May 2013 19:49, Jacob Carlborg d...@me.com mailto:d...@me.com wrote: On 2013-05-23 23:42, Joseph Rushton Wakeling wrote: I'm also in agreement with Manu. There may well already be bugs for some of them -- e.g. there is one for

Re: D on next-gen consoles and for game development

2013-05-24 Thread Regan Heath
On Fri, 24 May 2013 15:50:43 +0100, Manu turkey...@gmail.com wrote: On 24 May 2013 20:24, Regan Heath re...@netmail.co.nz wrote: It sounds kinda complex... but I'm not qualified to comment. Yeah, there is complexity. It all boils down to whether it is possible using modern GC techniques

Re: D on next-gen consoles and for game development

2013-05-24 Thread deadalnix
On Friday, 24 May 2013 at 15:17:00 UTC, Manu wrote: Errr, well, 1ms is about 7% of the frame, that's quite a long time. I'd be feeling pretty uneasy about any library that claimed to want 7% of the whole game time, and didn't offer any visual/gameplay benefits... Maybe if the GC happened to

Re: D on next-gen consoles and for game development

2013-05-24 Thread Benjamin Thaut
Am 23.05.2013 20:13, schrieb Brad Anderson: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during the announcement of Xbox One. Quantum Break doesn't come out until 2014 so the

Re: D on next-gen consoles and for game development

2013-05-24 Thread Benjamin Thaut
Am 24.05.2013 17:02, schrieb Manu: I might just add that there are some other important targets as well in the vein of this discussion. DLL's *still* don't work properly. druntime/phobos still don't really work as dll's. They are getting some attention, but it's been a really long standing and

Re: D on next-gen consoles and for game development

2013-05-24 Thread H. S. Teoh
On Fri, May 24, 2013 at 07:55:44PM +0200, deadalnix wrote: On Friday, 24 May 2013 at 15:17:00 UTC, Manu wrote: Errr, well, 1ms is about 7% of the frame, that's quite a long time. I'd be feeling pretty uneasy about any library that claimed to want 7% of the whole game time, and didn't offer any

Re: D on next-gen consoles and for game development

2013-05-24 Thread Nick Sabalausky
On Sat, 25 May 2013 01:16:47 +1000 Manu turkey...@gmail.com wrote: Errr, well, 1ms is about 7% of the frame, that's quite a long time. I'd be feeling pretty uneasy about any library that claimed to want 7% of the whole game time, and didn't offer any visual/gameplay benefits... Maybe if the

Re: D on next-gen consoles and for game development

2013-05-24 Thread Jonathan M Davis
On Saturday, May 25, 2013 00:33:10 Manu wrote: Yeah, I've often wanted API's in that fashion too. I wonder if it would be worth creating overloads of allocating functions that receive an output buffer argument, rather than return an allocated buffer... Too messy? We already have stuff like

Re: D on next-gen consoles and for game development

2013-05-24 Thread 1100110
On 05/23/2013 03:21 PM, H. S. Teoh wrote: On Thu, May 23, 2013 at 10:15:50PM +0200, QAston wrote: On Thursday, 23 May 2013 at 20:07:08 UTC, Steven Schveighoffer wrote: While I'm not specifically addressing the ability or not to disable the GC (I agree D has problems tehre), deprecating the

Re: D on next-gen consoles and for game development

2013-05-24 Thread Rob T
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: @nogc comes to mind (I believe Andrei mentioned it during one of the talks released). [1][2] I would love to have something like @nogc to guarantee there's no hidden or misplaced allocations in a section of code or optionally

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 03:55, deadalnix deadal...@gmail.com wrote: On Friday, 24 May 2013 at 15:17:00 UTC, Manu wrote: Errr, well, 1ms is about 7% of the frame, that's quite a long time. I'd be feeling pretty uneasy about any library that claimed to want 7% of the whole game time, and didn't offer

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 04:20, Benjamin Thaut c...@benjamin-thaut.de wrote: Am 23.05.2013 20:13, schrieb Brad Anderson: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during the

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 05:05, H. S. Teoh hst...@quickfur.ath.cx wrote: On Fri, May 24, 2013 at 07:55:44PM +0200, deadalnix wrote: On Friday, 24 May 2013 at 15:17:00 UTC, Manu wrote: One important detail to consider for realtime usage, is that it's very unconventional to allocate at runtime at

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 11:26, Manu turkey...@gmail.com wrote: On 25 May 2013 03:55, deadalnix deadal...@gmail.com wrote: With real time constraint, a memory overhead is better than a pause. I wouldn't necessarily agree. Depends on the magnitude of each. What sort of magnitude are we talking? If

Re: D on next-gen consoles and for game development

2013-05-24 Thread Brad Anderson
On Friday, 24 May 2013 at 19:44:23 UTC, Jonathan M Davis wrote: We already have stuff like format vs formattedWrite where one allocates and the other takes an output range. We should adopt that practice in general. Where possible, it should probably be done with an overload of the function,

Re: D on next-gen consoles and for game development

2013-05-24 Thread Diggory
On Saturday, 25 May 2013 at 02:41:00 UTC, Brad Anderson wrote: On Friday, 24 May 2013 at 19:44:23 UTC, Jonathan M Davis wrote: We already have stuff like format vs formattedWrite where one allocates and the other takes an output range. We should adopt that practice in general. Where possible,

Re: D on next-gen consoles and for game development

2013-05-24 Thread Jonathan M Davis
On Saturday, May 25, 2013 04:40:58 Brad Anderson wrote: On Friday, 24 May 2013 at 19:44:23 UTC, Jonathan M Davis wrote: We already have stuff like format vs formattedWrite where one allocates and the other takes an output range. We should adopt that practice in general. Where possible,

Re: D on next-gen consoles and for game development

2013-05-24 Thread deadalnix
On Saturday, 25 May 2013 at 01:26:19 UTC, Manu wrote: Freeing is a no-realtime-cost operation, since memory management is usually scheduled for between-scenes, or passed to other threads. And I've never heard of a major title that uses smart pointers, and assigns them around the place at

Re: D on next-gen consoles and for game development

2013-05-24 Thread deadalnix
On Saturday, 25 May 2013 at 01:56:42 UTC, Manu wrote: Understand, I have no virtual-memory manager, it won't page, it's not a performance problem, it will just crash if I mis-calculate this value. So the GC is kind of out.

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 15:00, deadalnix deadal...@gmail.com wrote: On Saturday, 25 May 2013 at 01:56:42 UTC, Manu wrote: Understand, I have no virtual-memory manager, it won't page, it's not a performance problem, it will just crash if I mis-calculate this value. So the GC is kind of out. Yeah,

Re: D on next-gen consoles and for game development

2013-05-24 Thread deadalnix
On Saturday, 25 May 2013 at 05:18:12 UTC, Manu wrote: On 25 May 2013 15:00, deadalnix deadal...@gmail.com wrote: On Saturday, 25 May 2013 at 01:56:42 UTC, Manu wrote: Understand, I have no virtual-memory manager, it won't page, it's not a performance problem, it will just crash if I

Re: D on next-gen consoles and for game development

2013-05-24 Thread Manu
On 25 May 2013 15:29, deadalnix deadal...@gmail.com wrote: On Saturday, 25 May 2013 at 05:18:12 UTC, Manu wrote: On 25 May 2013 15:00, deadalnix deadal...@gmail.com wrote: On Saturday, 25 May 2013 at 01:56:42 UTC, Manu wrote: Understand, I have no virtual-memory manager, it won't page,

D on next-gen consoles and for game development

2013-05-23 Thread Brad Anderson
While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during the announcement of Xbox One. Quantum Break doesn't come out until 2014 so the timeline seems about right (Remedy doesn't appear

Re: D on next-gen consoles and for game development

2013-05-23 Thread Joseph Rushton Wakeling
On 05/23/2013 08:13 PM, Brad Anderson wrote: Now I'm wondering what can be done to foster this newly acquired credibility in games. By far the biggest issue I hear about when it comes to people working on games in D is the garbage collector. You can work around the GC without too much

Re: D on next-gen consoles and for game development

2013-05-23 Thread Szymon Gatner
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during the announcement of May I ask where this intel comes from? Do

Re: D on next-gen consoles and for game development

2013-05-23 Thread H. S. Teoh
On Thu, May 23, 2013 at 08:22:43PM +0200, Joseph Rushton Wakeling wrote: On 05/23/2013 08:13 PM, Brad Anderson wrote: Now I'm wondering what can be done to foster this newly acquired credibility in games. By far the biggest issue I hear about when it comes to people working on games in D

Re: D on next-gen consoles and for game development

2013-05-23 Thread Brad Anderson
On Thursday, 23 May 2013 at 18:43:01 UTC, Szymon Gatner wrote: On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during

Re: D on next-gen consoles and for game development

2013-05-23 Thread Brad Anderson
On Thursday, 23 May 2013 at 18:22:54 UTC, Joseph Rushton Wakeling wrote: On 05/23/2013 08:13 PM, Brad Anderson wrote: Now I'm wondering what can be done to foster this newly acquired credibility in games. By far the biggest issue I hear about when it comes to people working on games in D is

Re: D on next-gen consoles and for game development

2013-05-23 Thread Szymon Gatner
On Thursday, 23 May 2013 at 18:50:11 UTC, Brad Anderson wrote: On Thursday, 23 May 2013 at 18:43:01 UTC, Szymon Gatner wrote: On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a

Re: D on next-gen consoles and for game development

2013-05-23 Thread Jacob Carlborg
On 2013-05-23 20:43, H. S. Teoh wrote: On the other hand, perhaps functions that *need* to allocate should be labelled as such (esp. in the Phobos docs), so that users know what they're getting into. Perhaps using a UDA. -- /Jacob Carlborg

Re: D on next-gen consoles and for game development

2013-05-23 Thread Kiith-Sa
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during the announcement of Xbox One. Quantum Break doesn't come out

Re: D on next-gen consoles and for game development

2013-05-23 Thread Flamaros
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote: While there hasn't been anything official, I think it's a safe bet to say that D is being used for a major title, Remedy's Quantum Break, featured prominently during the announcement of Xbox One. Quantum Break doesn't come out

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