On 16 December 2014 at 09:40, bitwise via Digitalmars-d
wrote:
> @manu
>
> I'm a little confused.. Looking through your Fuji/Source/Drivers folder, I
> see folders for IPhone and Android, among others... does your engine
> actually run on these platforms?
>
> I was under the impression that D coul
You'll notice that the engine code is not D code...
Hmm... Indeed.. I just assumed when I saw Walter get all excited
;)
D will work on most of those platforms just fine if you abandon
the GC and exception handler.
Unfortunately, I don't know D-compiler/runtime well enough to
actually t
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of development time off
a game project, while making the code
On 17 December 2014 at 07:24, LaMainNoire via Digitalmars-d
wrote:
> On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
>>
>> I am one of the few who have taken a keen interest in D for game
>> development. The concise language and modern conveniences may be a
On Tuesday, 16 December 2014 at 12:56:48 UTC, Manu via
Digitalmars-d wrote:
D will work on most of those platforms just fine if you abandon
the GC and exception handler.
I'm out of date on the progress in getting @nogc and @nothrow
rolled out as widely as possible across the codebase, but does
On 17 December 2014 at 11:44, Joseph Rushton Wakeling via
Digitalmars-d wrote:
> On Tuesday, 16 December 2014 at 12:56:48 UTC, Manu via Digitalmars-d wrote:
>>
>> D will work on most of those platforms just fine if you abandon the GC and
>> exception handler.
>
>
> I'm out of date on the progress
On Tuesday, 16 December 2014 at 15:39:06 UTC, bitwise wrote:
You'll notice that the engine code is not D code...
Hmm... Indeed.. I just assumed when I saw Walter get all
excited ;)
D will work on most of those platforms just fine if you
abandon the GC and exception handler.
Unfortunate
Am Wed, 17 Dec 2014 17:53:25 +1000
schrieb Manu via Digitalmars-d :
> Errors should be fine... I imagine assert is an intrinsic defined by
> the backends(?).
IIRC not really: It is recognized by the backends but we only call the
external _d_assert function but it's not a true intrinsic, for
examp
On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via
Digitalmars-d wrote:
The average gamer today is aged 30.
I for one haven't gotten any money from my mum for games
recently...
Christmas is right around the corner ... you should reminder her
:o)
On Wednesday, 17 December 2014 at 16:18:19 UTC, CraigDillabaugh
wrote:
On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via
Digitalmars-d wrote:
The average gamer today is aged 30.
I for one haven't gotten any money from my mum for games
recently...
Christmas is right around the corner ..
On Wednesday, 17 December 2014 at 21:26:11 UTC, bitwise wrote:
On Wednesday, 17 December 2014 at 16:18:19 UTC, CraigDillabaugh
wrote:
On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via
Digitalmars-d wrote:
The average gamer today is aged 30.
I for one haven't gotten any money from my mum
On 17/12/14 08:53, Manu via Digitalmars-d wrote:
Errors should be fine... I imagine assert is an intrinsic defined by
the backends(?).
TBH I think it was a daft question. An Error thrown by assert failure ought to
bring down the whole program anyway, and probably for a game you'd use the
-re
Am Thu, 18 Dec 2014 00:58:02 +0100
schrieb Joseph Rushton Wakeling via Digitalmars-d
:
> On 17/12/14 08:53, Manu via Digitalmars-d wrote:
> > Errors should be fine... I imagine assert is an intrinsic defined by
> > the backends(?).
>
> TBH I think it was a daft question. An Error thrown by asser
On 18 December 2014 at 01:19, bitwise via Digitalmars-d
wrote:
> On Tuesday, 16 December 2014 at 15:39:06 UTC, bitwise wrote:
>>
>>
>>> You'll notice that the engine code is not D code...
>>
>>
>> Hmm... Indeed.. I just assumed when I saw Walter get all excited ;)
>>
>>
>>> D will work on most of
On 18 December 2014 at 02:18, CraigDillabaugh via Digitalmars-d
wrote:
> On Wednesday, 17 December 2014 at 01:28:55 UTC, Manu via Digitalmars-d
> wrote:
>>
>> The average gamer today is aged 30.
>> I for one haven't gotten any money from my mum for games recently...
>>
> Christmas is right around
On 18 December 2014 at 09:58, Joseph Rushton Wakeling via
Digitalmars-d wrote:
> On 17/12/14 08:53, Manu via Digitalmars-d wrote:
>>
>> Errors should be fine... I imagine assert is an intrinsic defined by
>> the backends(?).
>
>
> TBH I think it was a daft question. An Error thrown by assert fail
On 18 December 2014 at 21:31, Johannes Pfau via Digitalmars-d
wrote:
> Am Thu, 18 Dec 2014 00:58:02 +0100
> schrieb Joseph Rushton Wakeling via Digitalmars-d
> :
>
> TLS constructors are also problematic, although not necessarily for
> games. But they complicate shared library loading a lot, some
On Sunday, 14 December 2014 at 08:02:47 UTC, ketmar via
Digitalmars-d wrote:
I find a much bigger problem is tendency for some programmers
to
commit over-abstraction, sacrificing heaps of
efficiency/performance
in the process. Most open-source engines are this kind, and
will never
release a AA
On Thu, Dec 18, 2014 at 05:33:24PM +, Sebastiaan Koppe via Digitalmars-d
wrote:
> On Sunday, 14 December 2014 at 08:02:47 UTC, ketmar via Digitalmars-d wrote:
> >>I find a much bigger problem is tendency for some programmers to
> >>commit over-abstraction, sacrificing heaps of efficiency/perfo
On 19 December 2014 at 03:44, H. S. Teoh via Digitalmars-d
wrote:
> On Thu, Dec 18, 2014 at 05:33:24PM +, Sebastiaan Koppe via Digitalmars-d
> wrote:
>> On Sunday, 14 December 2014 at 08:02:47 UTC, ketmar via Digitalmars-d wrote:
>> >>I find a much bigger problem is tendency for some programm
"Nick Sabalausky" wrote in message
news:iej46p$42...@digitalmars.com...
> "Caligo" wrote in message
> news:mailman.5.1292651710.4588.digitalmar...@puremagic.com...
>>
>> IMO there is no honor in game development as it contributes nothing to
>> societ
On 12/18/10 14:12, Nick Sabalausky wrote:
> "Nick Sabalausky" wrote in message
> news:iej46p$42...@digitalmars.com...
>> "Caligo" wrote in message
>> news:mailman.5.1292651710.4588.digitalmar...@puremagic.com...
>>>
>>> IMO there is n
Christopher Nicholson-Sauls:
> So no, games in and of themselves don't contribute anything -- if you
> don't count fun, and honestly, I do count it -- but they have been a
> driving force behind a lot of innovation.
Yet I hope Walter will not waste 6 hours every day *playing* World of warcraft
:
On 12/19/10 04:19, bearophile wrote:
> Christopher Nicholson-Sauls:
>
>> So no, games in and of themselves don't contribute anything -- if you
>> don't count fun, and honestly, I do count it -- but they have been a
>> driving force behind a lot of innovation.
>
> Yet I hope Walter will not waste
On 12/18/2010 10:03 PM, Nick Sabalausky wrote:
"Caligo" wrote in message
news:mailman.5.1292651710.4588.digitalmar...@puremagic.com...
IMO there is no honor in game development as it contributes nothing to
society. I've rarely played any,
I gotta jump on this as being
On Sun, 19 Dec 2010 05:19:50 -0500
bearophile wrote:
> Yet I hope Walter will not waste 6 hours every day *playing* World of
> warcraft :-)
rather The Battle for Wesnoth ;-)
Denis
-- -- -- -- -- -- --
vit esse estrany ☣
spir.wikidot.com
Seeing the enemy being literally eaten by hundreds of upgraded
zerglings has no comparison. :-)
bearophile Wrote:
> Yet I hope Walter will not waste 6 hours every day *playing* World of
> warcraft :-)
He does however write games sometimes: http://www.classicempire.com/
sible. That
is why to me there is no honor in game development. Also, I never said it's
worthless; they make tons of money, and that's almost always at the expense
of people like you.
If it helps any, I'm not one of those baby boomers. I'm actually in my
early twenties. So i
Patrick Down wrote:
> bearophile Wrote:
>> Yet I hope Walter will not waste 6 hours every day *playing* World of
>> warcraft :-)
> He does however write games sometimes: http://www.classicempire.com/
I've never played WoW, but I have played Empire, and let me tell you,
it wastes a lot more than
Caligo:
> Game companies use all kinds
> of psychology in their games to keep you playing as long as possible. That
> is why to me there is no honor in game development. Also, I never said it's
> worthless; they make tons of money, and that's almost always at the expens
"Max Samukha" wrote in message
news:iekuac$qr...@digitalmars.com...
> On 12/18/2010 10:03 PM, Nick Sabalausky wrote:
>> "Caligo" wrote in message
>> news:mailman.5.1292651710.4588.digitalmar...@puremagic.com...
>>>
>>> IMO there is no h
companies exploit this to make money. Game companies use all
> kinds
> of psychology in their games to keep you playing as long as possible.
> That
> is why to me there is no honor in game development. Also, I never said
> it's
> worthless; they make tons of money, and th
message
>>> news:mailman.5.1292651710.4588.digitalmar...@puremagic.com...
>>>>
>>>> IMO there is no honor in game development as it contributes nothing to
>>>> society. I've rarely played any,
>>>
>>> I gotta jump on this as being
Adam D. Ruppe wrote:
Patrick Down wrote:
bearophile Wrote:
Yet I hope Walter will not waste 6 hours every day *playing* World of warcraft
:-)
He does however write games sometimes: http://www.classicempire.com/
I've never played WoW, but I have played Empire, and let me tell you,
it waste
all kinds
> of psychology in their games to keep you playing as long as possible. That
> is why to me there is no honor in game development.
This is bullshit.
Of course there are games with that goal (WoW, ...), but this doesn't make game
development in general "unhonorable". There ar
deo games. It gives them a chance to escape
>> reality,
>> and game companies exploit this to make money. Game companies use all
>> kinds
>> of psychology in their games to keep you playing as long as possible.
>> That
>> is why to me there is no honor in game dev
ology in their games to keep you playing as long as possible.
>>> That
>>> is why to me there is no honor in game development.
>>
>>This is bullshit.
>>Of course there are games with that goal (WoW, ...), but this doesn't make
>>game
>>developm
ng as possible.
That
is why to me there is no honor in game development. Also, I never said
it's
worthless; they make tons of money, and that's almost always at the
expense
of people like you.
You are right saying games suck, since the new generation "games" are not
gam
Games as worthless as movies and music or any kind of art.
--
Using Opera's revolutionary email client: http://www.opera.com/mail/
bearophile wrote:
Many games are like drugs.
Not for me. I get bored with games. You don't get bored with drugs.
On 12/20/2010 08:43 AM, Walter Bright wrote:
bearophile wrote:
Many games are like drugs.
Not for me. I get bored with games. You don't get bored with drugs.
You didn't play StarCraft when you were a teenager.
On 12/19/2010 09:48 PM, Nick Sabalausky wrote:
Assuming you meant that as a sarcastic counter-example: There may be ways in
which they make life suck less, but *overall*, they're generally considered
to make life suck *more*. So the "make life suck less" rule still holds.
Although, if you me
games to keep you playing as long as possible. That
> is why to me there is no honor in game development. Also, I never said it's
> worthless; they make tons of money, and that's almost always at the expense
> of people like you.
The fact is all humans build their own reality - ye
On 12/20/10 04:25, Max Samukha wrote:
> On 12/19/2010 09:48 PM, Nick Sabalausky wrote:
>
>>>
>>
>> Assuming you meant that as a sarcastic counter-example: There may be
>> ways in
>> which they make life suck less, but *overall*, they're generally
>> considered
>> to make life suck *more*. So the "
ames. It gives them a chance to escape
>> reality,
>> and game companies exploit this to make money. Game companies use all
>> kinds
>> of psychology in their games to keep you playing as long as possible.
>> That
>> is why to me there is no honor in game developme
Nick Sabalausky Wrote:
> Yea, and another thing is the matter of art in general: If you're an
> ultra-utilitarian like Christopher seems to be (and even most programmers
> aren't ultra-utilitarian), then art can be seen as lacking significant
> contribution to society.
I think, the effect of a
Christopher Nicholson-Sauls Wrote:
> That's a (sadly common) problem with people, though; not with games.
> The same can be validly stated for television (which I usually avoid,
> anyhow), sports, over-reliance on restaurants (a personal pet peeve),
> and checking the D newsgroups... oh shi-
I ho
7;s why some
>>> of
>>> them choose to play video games. It gives them a chance to escape
>>> reality,
>>> and game companies exploit this to make money. Game companies use all
>>> kinds
>>> of psychology in their games to keep you pla
"Max Samukha" wrote in message
news:ien42a$26q...@digitalmars.com...
> On 12/20/2010 08:43 AM, Walter Bright wrote:
>> bearophile wrote:
>>> Many games are like drugs.
>>
>> Not for me. I get bored with games. You don't get bored with drugs.
>
> You didn't play StarCraft when you were a teenager.
"Christopher Nicholson-Sauls" wrote in message
news:ienfgr$2st...@digitalmars.com...
> On 12/19/10 14:52, Nick Sabalausky wrote:
>>
>> Interesting. I don't think I would go so far as to claim that WoW was
>> unethical...just "uninteresting" ;) But that's just me. This is at least
>> one
>> thing
es to keep you playing
as long as possible. That is why to me there is no honor in game
development.
Some game developers do that. The vast majority do not. I don't think
it's fair to insult developers in general based on the actions of a few.
You might as well say there's
On 19/12/2010 14:21, Ary Borenszweig wrote:
Seeing the enemy being literally eaten by hundreds of upgraded
zerglings has no comparison. :-)
I'm more of a Protoss guy myself... Reaver drop FTW!
(I'll need to re-evaluate things with Starcraft II)
BTW, its funny to try to make some parallels bet
e to modern D2 (no mention of
emplace or scoped and it talks about using delete and scope
classes).
Game development is one place D can really get a foothold but all
too often the GC is held over D's head because people taking
their first look at D don't know how to avoid using it
I am stealing HerrDrFaust's question from the following Reddit thread:
https://www.reddit.com/r/programming/comments/3wqt3p/programming_in_d_ebook_is_at_major_retailers_and/
Please answer here or there.
Thank you,
Ali
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
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 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 18:43:01 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 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 18:50:11 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 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
to be
rather dated at this point and not particularly applicable to
modern D2 (no mention of emplace or scoped and it talks about
using delete and scope classes).
Game development is one place D can really get a foothold but
all too often the GC is held over D's head because people
taking
to be
rather dated at this point and not particularly applicable to
modern D2 (no mention of emplace or scoped and it talks about
using delete and scope classes).
Game development is one place D can really get a foothold but
all too often the GC is held over D's head because people
taking
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
d and it talks about
using delete and scope classes).
Game development is one place D can really get a foothold but
all too often the GC is held over D's head because people
taking their first look at D don't know how to avoid using it
and often don't realize you can avoid usi
to the official documentation. There is a Memory
> > Management [6] page in the documentation but it appears to be
> > rather dated at this point and not particularly applicable to
> > modern D2 (no mention of emplace or scoped and it talks about
> > using delete and scop
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, 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 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, 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 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 20:02:06 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
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 20:51:42 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
larly applicable to modern D2 (no
mention of emplace or scoped and it talks about using delete and scope
classes).
Game development is one place D can really get a foothold but all too
often the GC is held over D's head because people taking their first
look at D don't know how to avoid
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 (
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 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 the forums [5]. A lot of this collective knowledge built up on manual
>> memory management techniques specific to D should probably be formalized
>> and added to the official documentation. There is a Memory Management [6]
>> page in the documentation but it appears
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 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 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 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 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 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 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 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 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 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 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 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
Am Thu, 23 May 2013 20:21:47 -0400
schrieb "Jonathan M Davis" :
> At some point, we're probably going to need to
> benchmark stuff more agressively and optimize Phobos in general more, because
> it's the standard library. And eliminating unnecessary memory allocations
> definitely goes along wi
On 24 May 2013 14:11, Marco Leise wrote:
> Am Thu, 23 May 2013 20:21:47 -0400
> schrieb "Jonathan M Davis" :
>
> > At some point, we're probably going to need to
> > benchmark stuff more agressively and optimize Phobos in general more,
> because
> > it's the standard library. And eliminating unne
On Thursday, 23 May 2013 at 23:42:22 UTC, Manu wrote:
I've always steered away from things like this because it
creates a
double-indirection.
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.
T
On 24 May 2013 15:21, deadalnix wrote:
> On Thursday, 23 May 2013 at 23:42:22 UTC, Manu wrote:
>
>> I've always steered away from things like this because it creates a
>> double-indirection.
>> I have thought of making a similar RefCounted template, but where the
>> refCount is stored in a hash t
On Friday, 24 May 2013 at 00:44:14 UTC, Andrei Alexandrescu wrote:
Custom allocators will probably be very useful, but if there's
one thing
STL has taught me, it's hard to use them effectively, and in
practise,
nobody ever uses them.
Agreed.
To benefit from a custom allocator, you need to
On Friday, 24 May 2013 at 05:02:33 UTC, Manu wrote:
On 24 May 2013 14:11, Marco Leise 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
On 24 May 2013 15:29, deadalnix wrote:
> On Friday, 24 May 2013 at 05:02:33 UTC, Manu wrote:
>
>> On 24 May 2013 14:11, Marco Leise 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
>> mak
On Friday, May 24, 2013 15:37:39 Manu wrote:
> I'd say a majority of phobos
> allocations are created when passing strings through to library/system
> calls.
That does sound probable, as toStringz will often (and unpredictably) result
in allocations, and it does seem like a prime location for at
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