February 13, 2023

On Friday, 9 January 2015 at 15:35:35 UTC, Ras wrote:
> 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.