May 17, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Andrei Alexandrescu | On 5/17/2013 6:28 AM, Andrei Alexandrescu wrote: > http://www.reddit.com/r/programming/comments/1eiku4/dconf_2013_day_1_talk_5_using_d_alongside_a_game/ And on gamedev.net: http://www.gamedev.net/topic/643227-using-d-alongside-a-game-engine/ |
May 17, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Andrei Alexandrescu | Really exciting to see how D is being used in this context, and the C++ binding examples are inspiring. Just one niggle -- the word "postmortem" makes it sound like a study of how something died, whereas this seems to be work that is very much alive and kicking! |
May 17, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Joseph Rushton Wakeling | On Friday, 17 May 2013 at 22:47:56 UTC, Joseph Rushton Wakeling wrote:
> Really exciting to see how D is being used in this context, and the C++ binding examples are inspiring.
The last question in the video was if it would work in Linux too, and idk about the rest of their setup, but the C++ binding is something I've done before, and the code is virtually identical to what Manu did.
I think while the C++ ABI is technically unportable, it actually works more or less the same way in practice across the major compilers.
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May 17, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Adam D. Ruppe | On 5/17/13 3:52 PM, Adam D. Ruppe wrote:
> On Friday, 17 May 2013 at 22:47:56 UTC, Joseph Rushton Wakeling wrote:
>> Really exciting to see how D is being used in this context, and the
>> C++ binding examples are inspiring.
>
> The last question in the video was if it would work in Linux too, and
> idk about the rest of their setup, but the C++ binding is something I've
> done before, and the code is virtually identical to what Manu did.
>
> I think while the C++ ABI is technically unportable, it actually works
> more or less the same way in practice across the major compilers.
Among the posix world, the c++ abi has been well defined for over a decade. The output from every major c++ compiler has been interchangeable for a long time now. Windows and oddball compilers are the only hold outs that I'm aware of. It's a mistake that the D compilers are making (and will address at some point in the not terribly distant future).
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May 18, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Andrei Alexandrescu | On Friday, 17 May 2013 at 13:28:20 UTC, Andrei Alexandrescu wrote:
> Great talk. Vote up!
>
> http://www.reddit.com/r/programming/comments/1eiku4/dconf_2013_day_1_talk_5_using_d_alongside_a_game/
>
>
> Andrei
These announcements should also be an update through the Kickstarter system.
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May 18, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Adam D. Ruppe | On Friday, 17 May 2013 at 22:52:19 UTC, Adam D. Ruppe wrote:
> The last question in the video was if it would work in Linux too, and idk about the rest of their setup, but the C++ binding is something I've done before, and the code is virtually identical to what Manu did.
That's good to know, as Linux is my platform too and (though I've avoided it 'til now) I am always concerned that at some point I'll have to bind with C++.
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May 23, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Andrei Alexandrescu | On Friday, 17 May 2013 at 13:28:20 UTC, Andrei Alexandrescu wrote:
> Great talk. Vote up!
>
> http://www.reddit.com/r/programming/comments/1eiku4/dconf_2013_day_1_talk_5_using_d_alongside_a_game/
>
>
> Andrei
Great talk indeed. My favorite so far (if I had to choose).
Also, Microsoft just had their big XBox One keynote and one of the games featured prominently was Quantum Break by Manu's very own Remedy Games. Any chance the system you described in your talk is being used for Quantum Break, Manu? XBox One is x86 and I can't think of a reason you couldn't be using dmd on it.
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May 23, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Brad Anderson | On Thu, 23 May 2013 02:08:15 +0200 "Brad Anderson" <eco@gnuk.net> wrote: > On Friday, 17 May 2013 at 13:28:20 UTC, Andrei Alexandrescu wrote: > > Great talk. Vote up! > > > > http://www.reddit.com/r/programming/comments/1eiku4/dconf_2013_day_1_talk_5_using_d_alongside_a_game/ > > > > > > Andrei > > Great talk indeed. My favorite so far (if I had to choose). > > Also, Microsoft just had their big XBox One keynote Pardon the OT, but: What the fuck?! MS went from their first...to "360"...to **"One"**? "No, Halo 437 isn't for the XBox1, it's for the XBox One." Between that and Win8, that's it: now I *know* Redmond has slipped into the multiverse's "asylum" reality. First, I thought "Wii" was an unimaginably dumb name. Then I think: "Holy shit, they actually managed to top it with 'Weeyuu' <http://www.youtube.com/watch?v=0JElywbkSbY>, I didn't think such a level of dumb was even possible!" And now, the mere following year, Microsoft manages to out-Nintendo Nintendo itself by naming their *third* Xbox "XBox One"?!? What the fuck is wrong with these people? Is there *no* sanity left? I *used* to think "I miss when consoles has *good* names." Now I miss *that*: the days then they had *merely* generic names, or even merely *bad* names. XBox One....for god's sake... > and one of the games featured prominently was Quantum Break by Manu's very own Remedy Games. Any chance the system you described in your talk is being used for Quantum Break, Manu? XBox One is x86 and I can't think of a reason you couldn't be using dmd on it. That would certainly be interesting to hear. Although unless they've secretly had two AAA games in development, I imagine we can make a pretty safe guess. |
May 23, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Nick Sabalausky | On Thursday, 23 May 2013 at 03:56:00 UTC, Nick Sabalausky wrote:
> On Thu, 23 May 2013 02:08:15 +0200
> "Brad Anderson" <eco@gnuk.net> wrote:
>> and one of the games featured prominently was Quantum Break by Manu's very own Remedy Games. Any chance the system you described in your talk is being used for Quantum Break, Manu? XBox One is x86 and I can't think of a reason you couldn't be using dmd on it.
>
> That would certainly be interesting to hear. Although unless they've
> secretly had two AAA games in development, I imagine we can make a
> pretty safe guess.
Looking at their release history it doesn't look like they work on multiple titles at the same time (several years between each major title). Quantum Break doesn't come out until 2014 so I think it's a safe bet to say they are using D for a game featured prominently during a major console announcement. Very cool.
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May 23, 2013 Re: DConf 2013 Day 1 Talk 5: Using D Alongside a Game Engine by Manu Evans | ||||
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Posted in reply to Andrei Alexandrescu | On Friday, 17 May 2013 at 13:28:20 UTC, Andrei Alexandrescu wrote:
> Great talk. Vote up!
>
> http://www.reddit.com/r/programming/comments/1eiku4/dconf_2013_day_1_talk_5_using_d_alongside_a_game/
>
>
> Andrei
Nice talk, Manu! You
You have module constructors in mixins. How did you solve the circular imports problem? Banned circular imports?
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