On Sunday, 18 January 2015 at 23:39:44 UTC, Manu via
Digitalmars-d wrote:
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.
Hmm, those NDAs probably explain why no other alternative
compiled language advertises native console support.
If I had to say there was one thing holding D back, it's Win64
support
in LLVM. We really need LDC for comprehensive gamedev. DMD is
okay for
game-logic and script-like code, but the codegen isn't good
enough to
do really hot work.
Win64 is almost there in LLVM, the only thing missing that I
know of
is CV8 debuginfo. Without that, we can't debug... which is like,
really important >_<
Well, you're in luck, as the llvm devs just announced the
beginnings of better debug and lldb support for Windows on the
llvm blog: :)
http://blog.llvm.org/2015/01/lldb-is-coming-to-windows.html