On 15 October 2012 19:46, F i L <[email protected]> wrote: > On Monday, 15 October 2012 at 11:52:49 UTC, Manu wrote: > >> We did a 48hr game jam at work this past weekend. >> We decided to do our entry in D, to further prove that D was a viable and >> productive solution for real-world game dev. >> >> Here's our entry, for those interested. >> It has only been built/tested in Windows using VS2010, but it should >> theoretically work on Linux and consoles as well (but the build scripts >> aren't setup to do it automatically). >> If there is interest, I will create the build scripts, and test on Linux. >> >> https://github.com/**RemedyGameJam/stache/wiki<https://github.com/RemedyGameJam/stache/wiki> >> > > Nice! I might not get a chance to download the game in the next few days, > but I glanced at the source and everything looks cool. Any screenshots? > About that Linux build script, if you manage to make it, let me know :) > > ps. I'm surprised I don't see a bunch of 'final ...' throughout your code. > I thought a big issue of yours in the past was D's auto-virtual functions. > Has something been changed in that area that I missed, or have you just not > gotten around to doing it (or you don't need it for this project)? >
This game doesn't exactly raise the bar in terms of computational requirements ;) Also, it's quite a lot of game to write in 48 hours, we didn't have time to worry about things like that. And also, to some extent, we wanted to do it in a pure D way (ie, a way I wouldn't usually write code), mainly as an exercise, to test the productivity potential of D without worrying about all the stuff I normally waste time with.
