On 14 December 2014 at 11:00, Manu <[email protected]> wrote: > On 6 August 2013 at 04:18, Jonathan A Dunlap <[email protected]> wrote: >> I am one of the few who have taken a keen interest in D for game >> development. The concise language and modern conveniences may be able to >> reduce many hours worth of development time off a game project, while making >> the code more maintainable. Aside from the core language, Dlang graphics >> bindings have a way to go before even earning acceptance in the indie gaming >> scene, but it's making great strides to get there. >> >> The main challenge I've hit is the lack of any sort of path for adopting a >> media engine. Bindings (like SFML https://github.com/krzat/SFML-D) all >> suffer from: >> >> A) No information about its current status: this is scary if its repo hasn't >> been updated in months. >> B) Usually are complex to get working in a new project (manually building or >> searching for undocumented dependency DLLs) >> C) Lack practical references and tutorials for "real would usage" >> e.g. "how to create an OpenGL window" or "how to render a triangle" >> versus something like "how to load from disk an image texture onto a quad >> and move it around using keyboard events" >> >> SFML bindings are also in https://github.com/aldacron/Derelict3 but I >> couldn't find a scrap of information on how to use it, how to compile >> correctly, or example usage. It's unclear if the library is even usable in >> its current state. >> >> Please don't take this as blind criticism, but rather a plea to action for >> the community to provide better library documentation support for: current >> lib status, getting started adding it, and a general use tutorial/example. >> If we start doing this, it'll make a big impact for other game developers >> who are new to Dlang to adopt the language. Thanks for listening! > > You could consider engines that bind to D. I don't think it's > particularly important that the engine is written in D, as long as the > binding is in the D style, and convenient. > It's no different than OpenGL isn't written in D, but there are some > bindings, and people tend to wrap them up for convenience. > > This is precisely what I've been doing for 5-6 years now with my > engine: https://github.com/TurkeyMan/fuji > > If people want to do D gamedev, but don't want to worry about the > engine component, they're more than welcome to use my engine. > I'm always available to offer full engine support to users writing > interesting software!
I'm also very interested in experiments writing game code on commercial-style engines. Hobby engines are nice, but we will get a much better feel for using D in the AAA games industry if a commercial-style engine is used. My project FeedBack in an attempt to explore this sort of D code (https://github.com/FeedBackDevs/feedback), but it's somewhat limited by my free time at the moment.
