On Friday, 9 January 2015 at 06:26:19 UTC, ketmar via Digitalmars-d wrote:
On Fri, 09 Jan 2015 05:35:04 +0000
Ras via Digitalmars-d <[email protected]> wrote:

On Thursday, 8 January 2015 at 18:03:48 UTC, ketmar via Digitalmars-d wrote:
> On Thu, 08 Jan 2015 17:31:49 +0000
> NVolcz via Digitalmars-d <[email protected]> wrote:
>
>> engines) and why do you want to write the engine in C++ and >> the logic in D? > i bet he thinking that D is a fancy "scripting language with > native
> performance".

No i dont. I want to use D language for as much as possible. The reason I want to use C++ for the engine is that it always has full support for DirectX.
so i was wrong here. i'm sorry. yet you'd better explain your reasons right in the question next time, so other people can jump right to the answering, without guessing first what you *really* want to do and
*why*.

as you talking about "full support for DirectX", i'm supposing that your engine will support 3D environments? so you'd better start with writing the engine itself, and don't think about D here. just don't use
things like multiple inheritance or excessive templating.

when you'll get a solid working engine, it will be time to discuss how to build D interop with it, exploiting your engine's architecture as
much as possible.

or just start writing the engine in D. maybe you'll consider using OpenGL instead of DirectX, as we not only have bindings for OpenGL, but OpenGL is much more portable. so eventually your engine may be ported to MacOS X, for example, without rewriting the whole rendering part.

Well i had to know if it was possible.

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