But then of course, you need to avoid a lot of D niceties.

Unfortunately, in my case this is the exact moment where D looses a LOT of its shininess compared to C++.

The balance is no more that much in favor of D as it was before, because it's "standard" D code which is so much more convenient than C++ in many situations, especially when implementing file processing scripts.

This is why I think that even C++ developers who use D as a file processing language (like me) will still stick to C++ for their game engine, even if they would probably be more than happy to be able to use *STANDARD* D code instead...

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