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!
Cheers!
-M
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.