On 14 December 2014 at 16:57, ketmar via Digitalmars-d <[email protected]> wrote: > On Sun, 14 Dec 2014 11:04:45 +1000 > Manu via Digitalmars-d <[email protected]> wrote: > >> 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. > what is "commercial-style engine"? as far as i know, "commercial-style" > means "unmaintainable pile of shit".
Hard to describe... just the sort you'd find in a big commercial game. Perhaps I could say something like, highly optimised and purpose specific, as opposed to generalised and flexible/object oriented. The industry needs anecdotal experience with the types of tools that are already in use to gain confidence.
