August 31, 2014
Hi,
About 2 month ago I started learning modding for minecraft with the Forge API
I was reading through a lot of classes of minecraft and even no it might not seem like, I learned a freking lot about how games work and stuff and improved my programming skill a lot (Yes for Java but also overall)
So now, I want to come back to my own game with a lot of questions :P
So first of all, I'm not sure if D is really the best choice for me. Since its just pretty hard for begginers like me without any tutorials and anything to come up with a game. Then what language should it be? It should have a big community around and be a good language for games (fast) and it should not be called C++.
And I know you told me it would be a better idea to get going first with easier tools like gamemaker or something like that, but I seriously don't want to come up with something big anyway and if i fail completly I don't mind.
And finally, (now thats going far away from the actual point and maybe thats even the wrong forum for that) how is wrapping working? lets say I wrote a method methodA in Java in ClassA and wanted to use MethodA in D, how would I go about doing this? (Well, is a wrapper actually doing what I think?).
David = still a fool.
September 01, 2014
On Sunday, 31 August 2014 at 19:06:41 UTC, David wrote:

> So first of all, I'm not sure if D is really the best choice for me. Since its just pretty hard for begginers like me without any tutorials and anything to come up with a game. Then what language should it be? It should have a big community around and be a good language for games (fast) and it should not be called C++.

C++ can be beautiful and convenient, but it is also time eater, especially when making your any average code that beautiful. Many words already was said about speed, but will you make AAA game like Mass Effect, Call of Duty or Skyrim? no you don't need that much speed. Lack of community is somewhat frightening, but here on D forum you will always get help.

And last, you will hear it from everyone(mostly): if you wish make something just make, it won't go if you start thinking "i'll be back when there would be better tool/community/whatever...", just look at any community board and you will see it in action, any discussions about C++ superiority is mostly goes from people who at best just work it every day, have some own mind blocks, or worse just haters who heard from friend whose friend said he heared C++ is the only way... and so on.

let me clarify - just do what you want, stop find excuses and don't listen to people when it comes to your imagination/wishes, there is not much D experience in industry, all "revievs" like above will be inadequate.

> And I know you told me it would be a better idea to get going first with easier tools like gamemaker or something like that, but I seriously don't want to come up with something big anyway and if i fail completly I don't mind.

don't go that way if you don't wish doing that, that's it.

> ... lets say I wrote a method methodA in Java in ClassA and wanted to use MethodA in D, how would I go about doing this? (Well, is a wrapper actually doing what I think?).

two ways: port it to D(imho the better way unless you had large working library in Java), or make/find JNI bindings for D and call it using JNI.

September 01, 2014
Just wanted to point out that there are also D bindings for Allegro5 (https://github.com/SiegeLord/DAllegro5). Allegro is a bit like SDL or SFML, but personally I find it a bit more intuitive. I've been using the D bindings for about a month and they seem to work fine. Most Allegro tutorials are for C/C++, but they're not too hard to translate -- all of the allegro functions/structs work almost identically in D as they do in C.

September 01, 2014
Also, regarding comments about Garbage Collection -- yes, it could be an issue, but its not a showstopper. C# (which has a GC) was widely used to create PC and 360 games with the XNA library (which lives on as MonoGame). If you have a real time game that manages many objects at once, you may have to be careful about allocating/freeing resources and resort to methods like object pooling (reusing objects rather than destroying them and creating new ones), but it should be doable.

September 01, 2014
On Monday, 1 September 2014 at 17:24:10 UTC, rcor wrote:
> Just wanted to point out that there are also D bindings for Allegro5 (https://github.com/SiegeLord/DAllegro5). Allegro is a bit like SDL or SFML, but personally I find it a bit more intuitive. I've been using the D bindings for about a month and they seem to work fine. Most Allegro tutorials are for C/C++, but they're not too hard to translate -- all of the allegro functions/structs work almost identically in D as they do in C.

That is just overkill. Problem with these libraries is that David
now has to go compile everyone and their mother from scratch.
Lets face it, nobody wants to waste their time on that...

My recommendation is GFM "http://code.dlang.org/packages/gfm",
sure it may not be full featured but at least it gets the job
done and without the need for compiling.

Just add GFM modules to dub.json

"gfm:core": ">=0.0.0",
"gfm:math": ">=0.0.0",
"gfm:image": ">=0.0.0",
"gfm:sdl2": ">=0.0.0",
"gfm:opengl": ">0.0.0",
"gfm:freeimage": ">0.0.0"
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