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Re:Moving forward with work on the D language and foundation by Thaxll on Friday August 28, 2015 @10:16AM (#10135512)
Game devs will 'never' switch to D or anything different from C++, it's a standard in the industry for the past 20 years, everything is built around it.

Edit: yeay the downvote bandwagon, you should go to a AAA studio and ask about C++.

Re:Moving forward with work on the D language and foundation by jeremiep on Friday August 28, 2015 @11:26AM (#10135950)
Never say never. I am a game dev. I worked on AAA titles. I want to switch to D. Badly.

There are reasons why AAA studios stick to C++: they don't know any better, they're in constant crunch-mode and don't have time to look for better alternatives, they use an existing engine with years of development history and don't want to invest in a new one, they target platforms where only C/C++ compilers are available, etc.

You'd be surprised of the horrors you can find in a game's C++ code base (there are gems too, but you kind of expect those.)

Re:Moving forward with work on the D language and foundation by EliRivers on Monday August 31, 2015 @05:52AM (#10146100)
You'd be surprised of the horrors you can find in a game's C++ code base

While it's true that some languages make some horrors easier to bring into the world (if you take away people's access to the memory, for example, you remove an entire class of memory-related nightmares), in my experience, the key requirement for creating these horrors isn't the language; it's the programmer and the constraints they're working under (such things as inexperience, painful levels of urgency, inappropriate processes, team churn, and so on and so on). People can and will make horrors in any language, and if D becomes the new C++, in twenty years people will be saying the same things about D.

Re:Moving forward with work on the D language and foundation by jeremiep on Monday August 31, 2015 @09:18AM (#10146644)
While I agree with you I think D's design avoid a lot of the pitfalls of C++.

When I think about all the different variable initialization rules in C++ I know I'll get it wrong in crunch time and most likely get it wrong when all my work conditions are perfect because there's like 7 different rules. And that's for one feature only.

D doesn't make it impossible to write horrors, it just doesn't ask for it the way C++ does.

Re:Moving forward with work on the D language and foundation by teamhappy on Friday August 28, 2015 @10:33AM (#10135614)
Not sure why you're getting down voted. The middleware business is dominated by C++, Windows is still the big player, and pretty much all legacy code is written in C++. Adopting new language features is far more practical than moving to another language.

Relatively small backend apps written in C++ may be a better target for D and Rust.

Re:Moving forward with work on the D language and foundation by pjmlp on Friday August 28, 2015 @01:44PM (#10136848)
Everyone that has been related to the game industry since the early days, knows game studios also change languages, despite the existing eco-systems.

The difference is that they only do it when the OS vendors, or game console vendors, force them to adopt new languages in their SDKs.

Re:Moving forward with work on the D language and foundation by pjmlp on Friday August 28, 2015 @01:42PM (#10136830)
I don't know if it will be D, but I am 100% sure they will change.

First there was only Assembly, C and Pascal dialects were dog slow, and the OS vendors forced them to go C.

Then there was only C, C++ was dog slow, and the OS vendors forced them to go C++.

Then there was only C++, language X was dog slow, and the OS vendors force them to go language X.

The question is what language X stands for.

Re:Moving forward with work on the D language and foundation by cpeterso on Friday August 28, 2015 @08:17PM (#10138484)
Tim Sweeney (Epic Games) gave a great presentation about programming languages and game development, with examples from the Unreal Engine (e.g. "90% of integer variables in Unreal exist to index into arrays.").

https://www.st.cs.uni-saarland.de/edu/seminare/2005/advanced...

Re:Moving forward with work on the D language and foundation by nnq on Saturday August 29, 2015 @05:57AM (#10139535)
No, but fortunately (in this rare case), people also tend to... uhm... you know... after a certain age (or sooner, after too many energy drinks and sleepless nights) ...die :)

And the new generation usually comes with a fresh set of ideas about things, and some of the newbloods will be "stupid" enough to start and rewrite some of the C++ tools, at the expense of their employers that will see delayed projects and tons of bugs because of this, and probably fire the trouble-makers, but the retooling will happen anyway, so it's probably better for people to embrace it and start allocating budget slices for it.

Re:Moving forward with work on the D language and foundation by vvanders on Friday August 28, 2015 @10:51AM (#10135716)
The game industry isn't just AAA(arguably AAA died a while ago).

I know many gamdevs using Unity, LUA, Javascript, Gamemaker and a ton of other options.