On 9 September 2013 05:46, Andrej Mitrovic <andrej.mitrovich@gmail.com> wrote:
On 9/8/13, Jesse Phillips <Jesse.K.Phillips+D@gmail.com> wrote:
> I realize that we want to make it as painless as possible for
> Remedy to switch from C++ to D (along with the rest of the game
> developers).

FWIW I don't think this has anything to do with Remedy (afaik Manu
doesn't work there anymore).

Indeed. These opinions are my own, and I raised it on the merit of our experience last weekend in a 48hour game-dev-jam with a few former colleagues (including one who still works at Remedy).
This discussion has come up at remedy in the past, but I don't think this is of particular significance to the remedy workflow; the modules were small enough to not cause issues, at least not as I left it.

I believe the scenarios I describe are going to be very typical though, at least in the game-dev context, particularly when larger volumes of D code emerge. I've demonstrated this across 2 separate 48 hour game-jam's now, which simulate the environment of a commercial crunch period quite faithfully.