Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread Meta via Digitalmars-d
On Tuesday, 3 April 2018 at 04:50:15 UTC, rumbu wrote: On Monday, 2 April 2018 at 22:55:58 UTC, Meta wrote: On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: void foo(IRange someRange) { //do something with someRange even it's a struct //this includes code completion and other IDE

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread aliak via Digitalmars-d
On Tuesday, 3 April 2018 at 07:57:36 UTC, rikki cattermole wrote: On 03/04/2018 7:43 PM, aliak wrote: On Tuesday, 3 April 2018 at 05:24:02 UTC, rikki cattermole wrote: Shame we don't have signatures, then we'd have similar functionality only better!

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread rumbu via Digitalmars-d
On Tuesday, 3 April 2018 at 05:24:02 UTC, rikki cattermole wrote: Shame we don't have signatures, then we'd have similar functionality only better! https://github.com/rikkimax/DIPs/blob/master/DIPs/DIP1xxx-RC.md +1000 This would be a very interesting development.

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread Paulo Pinto via Digitalmars-d
On Tuesday, 3 April 2018 at 07:29:11 UTC, Dukc wrote: On Monday, 2 April 2018 at 17:30:20 UTC, Paulo Pinto wrote: - No code that would trigger GC is allowed Impressive! It definitely won't be anyhing like D or Rust in systems field anyway, but C# usually feels to be so reliant in GC that

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread rikki cattermole via Digitalmars-d
On 03/04/2018 7:43 PM, aliak wrote: On Tuesday, 3 April 2018 at 05:24:02 UTC, rikki cattermole wrote: Shame we don't have signatures, then we'd have similar functionality only better! https://github.com/rikkimax/DIPs/blob/master/DIPs/DIP1xxx-RC.md Is there an eta on this being submitted for

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread Mike Franklin via Digitalmars-d
On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: Interesting that they are going the "No classes allowed" approach. It looks like the bullet points can be done in better c mode of D. I think you'll find Sarn's work on Xanthe quite interesting:

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread aliak via Digitalmars-d
On Tuesday, 3 April 2018 at 05:24:02 UTC, rikki cattermole wrote: Shame we don't have signatures, then we'd have similar functionality only better! https://github.com/rikkimax/DIPs/blob/master/DIPs/DIP1xxx-RC.md Is there an eta on this being submitted for consideration? Or has it already

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-03 Thread Dukc via Digitalmars-d
On Monday, 2 April 2018 at 17:30:20 UTC, Paulo Pinto wrote: - No code that would trigger GC is allowed Impressive! It definitely won't be anyhing like D or Rust in systems field anyway, but C# usually feels to be so reliant in GC that this sounds wonderous nonetheless! Especially if, even

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread rikki cattermole via Digitalmars-d
On 03/04/2018 11:01 AM, Meta wrote: On Monday, 2 April 2018 at 22:55:58 UTC, Meta wrote: On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: - Only structs are used, no classes; - .NET collections are replaced by native

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread rumbu via Digitalmars-d
On Monday, 2 April 2018 at 22:55:58 UTC, Meta wrote: On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: void foo(IRange someRange) { //do something with someRange even it's a struct //this includes code completion and other IDE specific stuff. } In D, template constrains are not

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread Laeeth Isharc via Digitalmars-d
On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: - Only structs are used, no classes; - .NET collections are replaced by native collections that manage their own memory - No code that would trigger GC is allowed - Compiler is

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread Laeeth Isharc via Digitalmars-d
On Tuesday, 3 April 2018 at 01:31:12 UTC, Laeeth Isharc wrote: On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: - Only structs are used, no classes; - .NET collections are replaced by native collections that manage their own

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread Meta via Digitalmars-d
On Monday, 2 April 2018 at 22:55:58 UTC, Meta wrote: On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: - Only structs are used, no classes; - .NET collections are replaced by native collections that manage their own memory - No

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread Meta via Digitalmars-d
On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote: On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: - Only structs are used, no classes; - .NET collections are replaced by native collections that manage their own memory - No code that would trigger GC is allowed - Compiler is

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread rumbu via Digitalmars-d
On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote: - Only structs are used, no classes; - .NET collections are replaced by native collections that manage their own memory - No code that would trigger GC is allowed - Compiler is aware of Unity features and is able to explore SIMD, by

Re: [OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread 12345swordy via Digitalmars-d
On Monday, 2 April 2018 at 17:30:20 UTC, Paulo Pinto wrote: A bit off topic, yet still relevant given the ongoing attempts for D to be usable on the games industry. At this year's GDC Unity had a few talks of the new subsystems being transitioning from internal engine code in C++ into upper

[OT] Unity migrating parts of their engine from C++ into High Performace C# (HPC#)

2018-04-02 Thread Paulo Pinto via Digitalmars-d
A bit off topic, yet still relevant given the ongoing attempts for D to be usable on the games industry. At this year's GDC Unity had a few talks of the new subsystems being transitioning from internal engine code in C++ into upper layers written in C#. For that purpose they are introducing