On 21 January 2015 at 14:10, Joakim via Digitalmars-d <[email protected]> wrote: > 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
Super awesome! Does LLDB have any support for D though?
