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.