Firstly, I would like to thank specially here both Adam and Guillaume, as this would not be possible without their great projects such as `audioformats` and `arsd-official:image_files` and `arsd-official:ttf`, but this project still had many discord contributors for my unending questions, I started using D before understanding anything about compilers, linkers or whatever, and my engine even has its almost complete standard library!.

This is the first time my engine is able to play sounds (took me a lot of effort to completely ditch SDL), but I would like to say that using SDL increases a lot of complexity in your project unnecessarily, you need so many old C dependencies (DLLs), which you have then to start maintaining all those DLLs to build to your target platform, and I believe a lot of people here knows how hard is to maintain C build systems specially when you're dealing with platforms besides Linux.

By completely ditching SDL, I was able to reduce my dependencies on Android from 200MB to 25MB. In the case of Xbox, it went from 40mb to 4mb (and at that time, image and audio loading weren't even working).

Congrats too for Walter developing the x64 output for DMD and kinke for LDC (LDC started distributing android compilers about the time I really joined D community).

Although many people here still says that D is dying, I can see how much of a milestone is doing that project, which has took me years in learning, testing, refactoring.

As this milestone was reached, I would like people to try coding D more, because, if I completely depended on C libraries to build my engine, I would be doomed! By the way, after doing bindings to Java, Lua, C++ and C in D, I can say that them are a lot easier to maintain than doing on those really old languages.

[Here's a sample screenshot from it running on xbox](https://i.ibb.co/RHkXrHz/IMG-20221115-145801.jpg)

As you can see, there's still a lot to do on porting etc.

And I would like to say that I'm not stopping there, I still got tons of work to do, this is my first time here posting explicitly about it, because it has finally reached an usable state ( think of it currently as a native Love2D ), and, in no time, it will have many game features to make it a lot more "Engine" like.


If you wish to take a look into the current code development, here it is:
https://github.com/MrcSnm/HipremeEngine


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