Exactly. As Walter has said before, (and I paraphrase,) it's
far more profitable to cater to *existing* customers who are
already using your product, to make their experience better,
than to bend over backwards to satisfy the critical crowd who
points at issue X and claim that they would not use D because
of X. But X is not the *real* reason they don't want to use D;
it's just an excuse. Once you solve problem X, they will find
issue Y and say *that* is the reason they're still not using D.
And if you solve Y, they will find issue Z. It never ends, and
you're wasting your efforts on non-customers who will *never*
become customers. Why bother? Far better to improve things for
existing customers (who may then get you new customers by
word-of-mouth of their success stories -- *eager* new customers
who aren't just looking for the next excuse not to use D).
+1
For instance, to be a perfect C++ alternative, D would probably
need to be 100% :
1. usable (strings, slices, etc) without GC
2. interoperable with any existing C++ library
For for game development :
3. compilable on all game development platforms
(Win/Mac/Linux/Android/iOS/Switch/PS4/etc)
I don't know if this can be achieved, or if this is really worth
the effort.