On Monday, 24 February 2025 at 03:08:11 UTC, Lewis wrote:
Hello! I'm Lewis, a solo developer from Vancouver. I've been working on [The Art of Reflection](https://store.steampowered.com/app/2290770/The_Art_of_Reflection/) for ~4 years. It's basically Superliminal meets Viewfinder with mirrors, with a bit of Portal and The Witness thrown in for good measure.

I built the game and engine from scratch in D, using D3D11, PhysX, FMOD, and a few other libraries. Happy to answer any questions about the process, but in short I'm super happy with my decision to use D. I honestly can't really imagine going back to C++ at this point.

You can play the demo right now if you want to give it a spin. Feedback is always welcome and appreciated.

Thanks so much for your support!

-Lewis

I'm so glad you posted this! I've done many game projects (usually D and DAllegro) for many many years but nothing worth completing. I've written similar things with static pools for everything, and for strings I massively sped things up by writing a simple static string class that just allocates larger if it needs to be. Before when I started storing debug data inside my game objects, I was hitting like 1500 allocations a second, it was absurd. I've long wondered about using DLLs, as well as template compilation time. I remember when simply including std.regex quadrupled my compile time.

Have you considered doing a blog writeup on your experiences, hacks, and changes? I'd love to read it.

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