On 19 January 2015 at 09:42, Rikki Cattermole via Digitalmars-d <[email protected]> wrote: > On 19/01/2015 12:39 p.m., Manu via Digitalmars-d wrote: >> >> On 18 January 2015 at 19:56, Joakim via Digitalmars-d >> <[email protected]> wrote: >>> >>> On Sunday, 18 January 2015 at 08:06:06 UTC, Manu via Digitalmars-d wrote: >>>> >>>> >>>> At Remedy, we ran D code on xbone with no opposition from MS. >>>> For xbone, we wanted to maintain compatibility with the rest of our >>>> MSVC code, which meant we needed to produce COFF output that the MSVC >>>> linker accepts. Walter implemented DMD-Win64 with these requirements >>>> in mind. >>>> PS4 should be easier using LDC, but I don't know if Sony would take >>>> issue with this. I expect them to take less issue than MS, so I'd give >>>> good odd's that they'd be fine with it. >>>> >>>> Short answer, D works on modern consoles just fine, and there were no >>>> political blocks for us. GC is a demonstrated problem; avoid it. DMD's >>>> codegen is also a problem; it uses x87 to perform operations, despite >>>> the fact the x64 ABI uses SSE regs for float passing. That results in >>>> a lot of register switching, and poor float performance as a result. >>>> As an (awkward) workaround, you can use explicit SSE intrinsics to >>>> keep working in XMM, but I haven't tested the optimiser's quality in >>>> that case, and the std library obviously doesn't do that. >>> >>> >>> >>> Thanks for the detailed answer. Sounds like the only thing holding D >>> back >>> is someone putting in the effort to integrate it with the console runtime >>> and APIs. It's not going to be me, as I haven't owned a console or even >>> played a console game in a decade. Yes, I know I'm an old fogey. :) >> >> >> I don't think there's any particularly compelling reason to make >> runtime calls from D. You can link C/C++ and D code together just >> fine. If you're a gamedev, there's a very high chance that you already >> have an engine (presumably C/C++) in place. You'll need to bind the >> engine api, not the OS api. >> Trouble with the console OS api's are that they're protected by NDA; >> it would probably be pretty dubious to release any such foreign >> language binding here, so each studio would have to do that work >> themselves... unless it were posted on the official dev forums or >> something. > > > $ dub add-local . > Could be rather useful here!
I don't know what that means?
