"Andrej Mitrovic" <[email protected]> wrote in message news:[email protected]... > On 2/20/11, Nick Sabalausky <[email protected]> wrote: >> Eveything's probably out-of-date enough to useless by now, but FWIW I >> wrote >> a little bit about it here: >> >> http://www.semitwist.com/articles/article/view/d-on-gba-nds-progress-thanks-to-oopman >> > > Okay, I've collected a few links to get me started. Thanks for your > link as well. > > Btw, D on a Game Boy? That is way too cool!
Heh, well, GBA at a minimum, which is ARM7. So it's not as if it's D->Z80 or anything like that, and with the GB line's switch from Z80 to ARM7, typical GB development switched from Asm to C/C++, so D isn't too big of a stretch. And I never did get things like D's structs or classes working, or any of the D runtime, or phobos or tango for that matter. Didn't even attempt garbage collection (I would more likely have just ripped out the GC. Despite its processing power, the GBA is still fairly low on memory. And so is the DS for that matter.) But yea, my game-development days were the primary reason I got interested in D in the first place. Everything in the game world was C/C++ (and still is, unless you count web-games, MS's XNA and in-engine scripting - none of which I count), and by the early 2000's I had come to see C/C++ as an irritating anachronism (Header files? In 200X? Really?). But unlike all the other popular languages at the time (remember when VC's were allegedly "the undeniable future, period"?), D was the *only* modern language that actually had the *potential* to be used on such platforms.
