October 02, 2014
I just thought I'd drop this here for peoples interest.

It occurred to me that I usually take this sort of thing separately to my interest in D, but since there are few gamedev's here, and I often have trouble attracting sympathy for our industry concerns, this might give some window into the way we think, and tend to approach... basically everything.

Mike is a super well known (and outspoken) engine dev, every gamedev
knows who he is.
What he's presenting here to CppCon is something that we've been doing
pervasively for 10-15 years.
It's all fairly basic and obvious, but all-too-often ignored.
You can see the focus on codegen and low-level performance, and how
much attention we tend to pay to it :)
This leads into things like, for instance, why I'm so fussy about
things like very highly-controlled handling of ref, and
final-by-default.

https://www.youtube.com/watch?v=rX0ItVEVjHc&feature=youtu.be
October 02, 2014
On Thursday, 2 October 2014 at 06:03:04 UTC, Manu via
Digitalmars-d wrote:
> I just thought I'd drop this here for peoples interest.
>
> It occurred to me that I usually take this sort of thing separately to
> my interest in D, but since there are few gamedev's here, and I often
> have trouble attracting sympathy for our industry concerns, this might
> give some window into the way we think, and tend to approach...
> basically everything.
>
> Mike is a super well known (and outspoken) engine dev, every gamedev
> knows who he is.
> What he's presenting here to CppCon is something that we've been doing
> pervasively for 10-15 years.
> It's all fairly basic and obvious, but all-too-often ignored.
> You can see the focus on codegen and low-level performance, and how
> much attention we tend to pay to it :)
> This leads into things like, for instance, why I'm so fussy about
> things like very highly-controlled handling of ref, and
> final-by-default.
>
> https://www.youtube.com/watch?v=rX0ItVEVjHc&feature=youtu.be

I missed it as well in the other thread, so thank for sharing.