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

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