bearophile wrote: > D2/D3 may become a good language to create video games, this is a new > interesting document that shows some of the things D2 users may want to > use it for: > http://graphics.cs.williams.edu/archive/SweeneyHPG2009/TimHPG2009.pdf > > I don't know how D2 can adapt itself to help in such regards. > > Bye, > bearophile
Do you think the D language needs to adapt more for this market? From my limited perspective, I see numerous things D does, especially in the concurrency department, that is on the list of requirements put forth in that presentation. Furthermore, it's interesting to note some of the numbers pertaining to GOW 2: 250K LoC for the game and 2000K LoC for the engine, excluding loads of libraries like speedtree, openal, etc. So middleware is key right? Especially by providing easier ways to program difficult architectures. Now this again is something that D can do well, it's very suitable for building good libraries. Now here is the problem too, they have to be build. Concluding remark of the presentation says that if you start building an engine now, you finish in 2014. I don't think D has a chance on this scale of game development when it faces competition from such monster engines in C++. To return to your original question: what about the systems programming aspects of D? For example, cutting out the GC and typeinfo bloat, dealing with arrays, whatever. Is this something that good library developers can do just on their own or do we need some more support for this? I was thinking what it would take to develop a specialized component in D that can be used from within a demanding C/C++ ecosystem.
