January 08, 2015
> If you can't suffer someone's posts, please use your newsreader's filtering features to not see their posts. I know it's not perfect, but by and large it does improve things.

Isn't it better for the community to politely reign in those who misbehave? Elitism is terribly damaging, we want D to be what people think of and talk about rather than 'oh, those guys are assholes'.
January 09, 2015
On 9 January 2015 at 02:53, Ras via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
> Hello,
>
> I want to write the game engine in C++ and write all the game logic and ai etc in D. How would i do this?

I do this extensively. You can check out how I do D bindings for my engine: https://github.com/TurkeyMan/fuji/tree/master/dist/include/d2/fuji And also a project that uses it: https://github.com/FeedBackDevs/feedback

You're welcome to use my engine if you like. It's pretty comprehensive, portable, and it's always nice to have other user feedback. I can also provide some level of engine support.
January 09, 2015
On Thursday, 8 January 2015 at 18:03:48 UTC, ketmar via Digitalmars-d wrote:
> On Thu, 08 Jan 2015 17:31:49 +0000
> NVolcz via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
>
>> engines) and why do you want to write the engine in C++ and the logic in D?
> i bet he thinking that D is a fancy "scripting language with native
> performance".

No i dont. I want to use D language for as much as possible. The reason I want to use C++ for the engine is that it always has full support for DirectX.
January 09, 2015
On Thu, 8 Jan 2015 21:25:24 +0000 (UTC)
Justin Whear via Digitalmars-d <digitalmars-d@puremagic.com> wrote:

> On Thu, 08 Jan 2015 23:02:26 +0200, ketmar via Digitalmars-d wrote:
> 
> > but yes, i want to create an impression that timewasters are not welcome.
> 
> Ironically this is exactly why I'm putting you on my ignored authors list.
yet i see that you're still reading my posts and even answering. i have to inform you that your twitlist is not working. T_T


January 09, 2015
On Thu, 08 Jan 2015 22:27:53 +0100
Joseph Rushton Wakeling via Digitalmars-d <digitalmars-d@puremagic.com>
wrote:

> On 08/01/15 22:02, ketmar via Digitalmars-d wrote:
> > am i fobidding someone to reply? O_O
> >
> > but yes, i want to create an impression that timewasters are not welcome.
> 
> Well, it's one thing if you make that decision about people who are in contact with you personally.  It's a bit different if you are unilaterally deciding to make that decision as a member of a collective forum of people, because in that case it's a bit of an imposition on the rest of us.
and if i'm not reacting, it's painting *me* wrong.

> i.e. just because _you've_ decided that he's a timewaster, doesn't make it OK for you to try and make him feel unwelcome in a forum that belongs to a wider community.
if he is intelligent enough, he will understand that nobody can talk for the whole community, so in the worst case he will ignore myself personally. if he is not intelligent enough... oh, well, as nobody else wants to be a judge, i will be one. i don't feel wrong calling someone "timewaster" if he *is* one. and i can smell 'em from a distance.

this has nothing in common with "elitism", though. someone can't sing, someone can't program. both skills can be trained, but not by asking meaningless questions.

> Also, I don't know if you've ever had any contact or experience of this person in some other online space, but if not, it seems a bit harsh to jump to such judgement straight away, even if you've previously had bad experiences with people asking questions in a similar style.
it's like a doctor. often good doctor can see that something wrong with another man without taking him to the clinic first. i'm a "timewaster doctor" with a long practice. ;-) yet i'm still waiting for three bells ringing before making my verdict. now i have five bells ringing.


January 09, 2015
On Fri, 09 Jan 2015 05:35:04 +0000
Ras via Digitalmars-d <digitalmars-d@puremagic.com> wrote:

> On Thursday, 8 January 2015 at 18:03:48 UTC, ketmar via Digitalmars-d wrote:
> > On Thu, 08 Jan 2015 17:31:49 +0000
> > NVolcz via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
> >
> >> engines) and why do you want to write the engine in C++ and the logic in D?
> > i bet he thinking that D is a fancy "scripting language with
> > native
> > performance".
> 
> No i dont. I want to use D language for as much as possible. The reason I want to use C++ for the engine is that it always has full support for DirectX.
so i was wrong here. i'm sorry. yet you'd better explain your reasons right in the question next time, so other people can jump right to the answering, without guessing first what you *really* want to do and *why*.

as you talking about "full support for DirectX", i'm supposing that your engine will support 3D environments? so you'd better start with writing the engine itself, and don't think about D here. just don't use things like multiple inheritance or excessive templating.

when you'll get a solid working engine, it will be time to discuss how to build D interop with it, exploiting your engine's architecture as much as possible.

or just start writing the engine in D. maybe you'll consider using OpenGL instead of DirectX, as we not only have bindings for OpenGL, but OpenGL is much more portable. so eventually your engine may be ported to MacOS X, for example, without rewriting the whole rendering part.


January 09, 2015
On Friday, 9 January 2015 at 06:17:28 UTC, ketmar via Digitalmars-d wrote:
> On Thu, 08 Jan 2015 22:27:53 +0100
> Joseph Rushton Wakeling via Digitalmars-d <digitalmars-d@puremagic.com>
> wrote:
>
>> On 08/01/15 22:02, ketmar via Digitalmars-d wrote:
>> > am i fobidding someone to reply? O_O
>> >
>> > but yes, i want to create an impression that timewasters are not
>> > welcome.
>> 
>> Well, it's one thing if you make that decision about people who are in contact with you personally.  It's a bit different if you are unilaterally deciding to make that decision as a member of a collective forum of people, because in that case it's a bit of an imposition on the rest of us.
> and if i'm not reacting, it's painting *me* wrong.
>
>> i.e. just because _you've_ decided that he's a timewaster, doesn't make it OK for you to try and make him feel unwelcome in a forum that belongs to a wider community.
> if he is intelligent enough, he will understand that nobody can talk
> for the whole community, so in the worst case he will ignore myself
> personally. if he is not intelligent enough... oh, well, as nobody else
> wants to be a judge, i will be one. i don't feel wrong calling someone
> "timewaster" if he *is* one. and i can smell 'em from a distance.
>

It's not about intelligence, and I'm surprised that an intelligent man like you would think otherwise.
It's not reasonable to generalize community based upon only one member of said community, but it still happens. Everywhere, to everyone, because humans are like that. Instead of admitting of being unwelcoming, you swing the other way and accuse people of being not intelligent enough. That's absolutely ridiculous behavior that should not be acceptable in any friendly community. </rant>
January 09, 2015
On 1/9/2015 2:35 PM, Ras wrote:

>
> No i dont. I want to use D language for as much as possible. The reason
> I want to use C++ for the engine is that it always has full support for
> DirectX.

D has built-in support for COM and can interop with DX just fine.
January 09, 2015
On Friday, 9 January 2015 at 13:22:14 UTC, Mike Parker wrote:
> On 1/9/2015 2:35 PM, Ras wrote:
>
>>
>> No i dont. I want to use D language for as much as possible. The reason
>> I want to use C++ for the engine is that it always has full support for
>> DirectX.
>
> D has built-in support for COM and can interop with DX just fine.

So how can I get started with Directx programming in D? Could you give me a link to maybe a binding or some projects on github?
January 09, 2015
On Friday, 9 January 2015 at 06:26:19 UTC, ketmar via Digitalmars-d wrote:
> On Fri, 09 Jan 2015 05:35:04 +0000
> Ras via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
>
>> On Thursday, 8 January 2015 at 18:03:48 UTC, ketmar via Digitalmars-d wrote:
>> > On Thu, 08 Jan 2015 17:31:49 +0000
>> > NVolcz via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
>> >
>> >> engines) and why do you want to write the engine in C++ and the logic in D?
>> > i bet he thinking that D is a fancy "scripting language with native
>> > performance".
>> 
>> No i dont. I want to use D language for as much as possible. The reason I want to use C++ for the engine is that it always has full support for DirectX.
> so i was wrong here. i'm sorry. yet you'd better explain your reasons
> right in the question next time, so other people can jump right to the
> answering, without guessing first what you *really* want to do and
> *why*.
>
> as you talking about "full support for DirectX", i'm supposing that
> your engine will support 3D environments? so you'd better start with
> writing the engine itself, and don't think about D here. just don't use
> things like multiple inheritance or excessive templating.
>
> when you'll get a solid working engine, it will be time to discuss how
> to build D interop with it, exploiting your engine's architecture as
> much as possible.
>
> or just start writing the engine in D. maybe you'll consider using
> OpenGL instead of DirectX, as we not only have bindings for OpenGL, but
> OpenGL is much more portable. so eventually your engine may be ported
> to MacOS X, for example, without rewriting the whole rendering part.

Well i had to know if it was possible.