February 13, 2023 Game development | ||||
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https://forum.dlang.org/post/rczfludyzmsbjrtrzoif@forum.dlang.org 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. nice |
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