On Sunday, 27 September 2015 at 23:23:05 UTC, Márcio Martins wrote:
Today I launched a very tiny and humble blog, with the first post being about D. It's likely all posts will be about D in the end...

You can reach it http://www.mmartins.me

I want to get better at writing, as I have barely ever written anything other than code, and my name... I noticed there aren't many people actively blogging about D, so I will give it a go, and in the process, try to grow the community a tiny bit by showcasing D's strengths as I remember discovering them myself over the course of last year writing exclusively D.

The first post is about vector swizzling. Game programmers get spoiled by writing shaders where swizzling is extremely convenient, and then when they go back to writing C++ they have wet dreams about swizzing in there too. It's not a dream in D. This was the first use-case I thought of when I first learned about D's templates and mixins, but never got to implement it until now.

The blog platform itself is home-made and the server-side is 100% D (vibe.d). Once I build it up a bit more, I will probably put it up on github as an example of how easy it is to build high-performance frontend and backend web apps with D + vibe.d. It is really productive once the scaffolding and pipeline is all built.

If you have a read, please let me know where I could improve, both my writing and the D code!


Hi, I've just read the post. It's nice, it doesn't waste the reader's time and comes straight to the point (apart from highlighting D's strength). I agree, however, that the title could have been better in terms of attracting readers. Since you mention game programming, maybe it would be good to mention it somehow in the title, something to this effect:

"A common problem in game programming and how D solved it"

or something like that.

In this way someone who's interested in game programming may read it or at least take note of the fact that D is mentioned in the context of game programming (and offers solutions). You would want to think less like an engineer when writing and more like an editor / PR guy who wants to get readers interested. Good headlines are the most difficult part.

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