On Fri, 24 May 2013 02:59:44 +0200
"Joseph Rushton Wakeling" wrote:
> On Friday, 24 May 2013 at 00:06:05 UTC, Manu wrote:
> > Systems like WiiU/Wii/PS3/XBox360, etc all need runtimes, and
> > those will
> > probably not be developed by the D community.
> > It would land on a general gamedev's sh
On 24 May 2013 10:59, Joseph Rushton Wakeling
wrote:
> On Friday, 24 May 2013 at 00:06:05 UTC, Manu wrote:
>
>> Systems like WiiU/Wii/PS3/XBox360, etc all need runtimes, and those will
>> probably not be developed by the D community.
>> It would land on a general gamedev's shoulders to do those, s
On Friday, 24 May 2013 at 00:06:05 UTC, Manu wrote:
Systems like WiiU/Wii/PS3/XBox360, etc all need runtimes, and
those will
probably not be developed by the D community.
It would land on a general gamedev's shoulders to do those, so
I would
suggest the approach here would be to make a step-buy
On 2013-05-23 23:42:10 +, Manu said:
I have thought of making a similar RefCounted template, but where the
refCount is stored in a hash table, and the pointer is used to index the
table.
This means the refCount doesn't pollute the class/structure being
ref-counted, or avoids a double-indire
On 5/23/13 7:42 PM, Manu wrote:
I've always steered away from things like this because it creates a
double-indirection.
There's no double indirection for the payload.
I have thought of making a similar RefCounted template, but where the
refCount is stored in a hash table, and the pointer is u
On Friday, May 24, 2013 10:11:17 Manu 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...
Yes, we need to look at that. I actually don't think that ~ gets used much
(primarily
On 24 May 2013 09:57, Jonathan M Davis wrote:
> On Friday, May 24, 2013 09:42:10 Manu wrote:
> > On 24 May 2013 09:02, Jonathan M Davis wrote:
> > > On Thursday, May 23, 2013 22:02:05 QAston wrote:
> > > > I think that Phobos should have some support for manual memory
> > > > management. I don't
On 24 May 2013 09:44, Joseph Rushton Wakeling
wrote:
> On 05/24/2013 01:25 AM, Manu wrote:
> > I really hope D on ARM gets some more attention in the near future. The
> day it
> > can be used on Android will be a very significant breakthrough!
>
> GDC is close to being fully usable on ARM, no? An
On Friday, May 24, 2013 09:42:10 Manu wrote:
> On 24 May 2013 09:02, Jonathan M Davis wrote:
> > On Thursday, May 23, 2013 22:02:05 QAston wrote:
> > > I think that Phobos should have some support for manual memory
> > > management. I don't mean clearing out the gc usage there, as it's
> > > fairl
On 05/24/2013 01:34 AM, 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
> realtime and embe
On 05/24/2013 01:25 AM, Manu wrote:
> I really hope D on ARM gets some more attention in the near future. The day it
> can be used on Android will be a very significant breakthrough!
GDC is close to being fully usable on ARM, no? And as I recall the only (albeit
major) problem you had with GDC wa
On 24 May 2013 09:02, Jonathan M Davis wrote:
> On Thursday, May 23, 2013 22:02:05 QAston wrote:
> > I think that Phobos should have some support for manual memory
> > management. I don't mean clearing out the gc usage there, as it's
> > fairly obvious. I rather think about something like
> > uni
On 24 May 2013 05:37, Kiith-Sa 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 the announcement
On 24 May 2013 05:02, Szymon Gatner wrote:
> 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,
On Thursday, May 23, 2013 22:02:05 QAston wrote:
> I think that Phobos should have some support for manual memory
> management. I don't mean clearing out the gc usage there, as it's
> fairly obvious. I rather think about something like
> unique_ptr/shared_ptr in the std. I think unique_ptr can't be
On 05/23/2013 08:43 PM, H. S. Teoh wrote:
> I listened to Manu's talk yesterday, and I agree with what he said, that
> Phobos functions that don't *need* to allocate, shouldn't. Andrei was
> also enthusiastic about std.algorithm being almost completely
> allocation-free. Maybe we should file bugs (
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 timeline
On Thursday, 23 May 2013 at 20:51:42 UTC, Brad Anderson wrote:
On Thursday, 23 May 2013 at 20:02:06 UTC, QAston wrote:
I think that Phobos should have some support for manual memory
management. I don't mean clearing out the gc usage there, as
it's fairly obvious. I rather think about something
23-May-2013 22:13, Brad Anderson пишет:
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 see
On Thursday, 23 May 2013 at 20:02:06 UTC, QAston wrote:
I think that Phobos should have some support for manual memory
management. I don't mean clearing out the gc usage there, as
it's fairly obvious. I rather think about something like
unique_ptr/shared_ptr in the std. I think unique_ptr can't
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
> >delete operator does NOT preclude man
On Thursday, 23 May 2013 at 20:15:51 UTC, QAston wrote:
Maybe even place in to the malloc-howto in Efficency paragraph
of main website.
Sorry, should be:
Maybe even place the malloc-howto in Efficency paragraph of main
website.
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
delete operator does NOT preclude manual memory management.
The problem with delete is it conflates d
On Thursday, May 23, 2013 21:37:26 Kiith-Sa wrote:
> It'd be good to have an easy-to-use way to manually allocate
> classes/structs in Phobos (higher-level than emplace, something
> close in usability to C++ new/delete), preferably with a way to
> override the allocation mechanism (I assume the fab
On Thu, 23 May 2013 21:37:26 +0200
"Kiith-Sa" 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
On Thu, 23 May 2013 16:02:05 -0400, QAston wrote:
Also, it should be visible in C++/D that D can really deal with manual
memory management conveniently - when I checked out Dlang first time I
felt very disappointed that "delete" operator is deprecated. "So - they
advertise one can code wit
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote:
There was a lot of interesting stuff in Benjamin Thaut's
article about GC versus manual memory management in a game [4]
and the discussion about it on the forums [5]. A lot of this
collective knowledge built up on manual memory man
W dniu 23.05.2013 20:13, Brad Anderson pisze:
@nogc comes to mind (I believe Andrei mentioned it during one of the
talks released). [1][2]
1: http://d.puremagic.com/issues/show_bug.cgi?id=5219
2: http://wiki.dlang.org/DIP18
When I started learning D 2 years ago, I read on the D webpage that D
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 until
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 until
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
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 major
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 th
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 the
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
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 you
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
> mu
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
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