Peter Alexander:
> Can you do that in LDC? (I'm not familiar with it).
They can't do that, I think:
http://www.dsource.org/projects/ldc/wiki/InlineAsmExpressions
> I will do if/when I find time.
Good. This enhancement request asks for just closures, but listing general heap
allocations too is
On 10/08/11 12:21 PM, bearophile wrote:
A 2D/3D/4D vector is good to have in Phobos. (Quaternion are optional).
Quaternions are important for fast 3D rotations, but yes, vectors are
most important.
SIMD intrinsics are obviously essential for AAA development.<
The problem is they change a
KennyTM~:
> These exceptions are not common or basic.
You are right, sorry. I meant common ones like this:
http://d.puremagic.com/issues/show_bug.cgi?id=6410
Bye,
bearophile
The garbage collector is something that still needs work. My current
project has several second stalls every once in a while due to the GC
(indies might be happy to miss a frame or two (30-60ms) but AAA
developers won't, so you either don't use the GC, or it has to collect
in under a couple
Peter Alexander:
>There's different levels of game developer. Indies will mostly want
>convenience, but AAA developers need control.<
Right. Both groups are important.
>For example, a good vector + matrix + quaternion math library would be great
>for indies, but AAA developers would likely wr
On 9/08/11 10:15 PM, bearophile wrote:
So to blow on this tiny fire, do you know ways to improve the D2 language and
D2 Phobos to help game development?
There's different levels of game developer. Indies will mostly want
convenience, but AAA developers need control.
For example, a good vect
On Aug 10, 11 05:15, bearophile wrote:
This again shows that some common basic exceptions are needed in Phobos:
http://code.google.com/p/pspemu/source/browse/trunk/src/pspemu/Exceptions.d
These exceptions are not common or basic. I think it's better to make
constructors inheritable when there
bearophile wrote:
> This is bad code, I didn't even know D supports empty catch:
>
>
> http://pspemu.googlecode.com/svn/trunk/src/pspemu/utils/Expression.d
>
> static long parseString(string s, long default_value = 0) {
> if (s.length > 0) {
> try {
> ...
> } catch {
Lars T. Kyllingstad:
> http://code.google.com/p/pspemu/
Thank you for the link.
I think there is enough evidence that it is possible to use D (V.1) to write
some video games. It's one of the very few niches where D has shown some more
appreciation. So to blow on this tiny fire, do you know way
On Tue, 09 Aug 2011 17:31:05 +0200, Stephan wrote:
> On 09.08.2011 17:13, Andrei Alexandrescu wrote:
>> Just found this. Seems pretty interesting. Anyone know more about the
>> developer?
>>
>> http://www.appleumbrella.com/2011/08/d-psp-emulator-svn-r306/
>>
>> One thing I like is the use of Custo
On 09.08.2011 17:13, Andrei Alexandrescu wrote:
Just found this. Seems pretty interesting. Anyone know more about the
developer?
http://www.appleumbrella.com/2011/08/d-psp-emulator-svn-r306/
One thing I like is the use of CustomFloat for defining half-floating
point numbers - one application I
Just found this. Seems pretty interesting. Anyone know more about the
developer?
http://www.appleumbrella.com/2011/08/d-psp-emulator-svn-r306/
One thing I like is the use of CustomFloat for defining half-floating
point numbers - one application I had in mind when defining CustomFloat.
Glad to
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