On Monday, 8 May 2017 at 16:10:51 UTC, Rel wrote:
I don't know if I ever will need it in my code. For the game development use case it may be useful, for example to package all of the game assets at compile time.
It's only useful for very select cases when hardcoded assets are required. You know, unless you want to try making a 45 gigabyte executable for current Playstation/Xbox games. A talk I watched the other year made the point that as far as textures go in video games, literally all but 10 you'll ever use are read only so stop trying to program that exception as if it's a normal thing. Hardcoding a select few assets is also a case of a vast-minority exception. There's ways to do it on each platform, and it's not really worth thinking about too much until those rare times you need one.
Embedding inside the executable is also already a thing you can do in D with the import keyword.
