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digitalmars.D - Doom3 (id tech 4) port/binding in D ?

reply deadalnix <deadalnix gmail.com> writes:
Hi,

I want to suggest a project to the community. Doom3 source code has just 
been released, and I think we may want to do a port in D. Here are the 
reasons :
1/ I think D is suitable and pertinent for video games.
2/ This would make a solid code base to promote D.
3/ Id software is very popular, and porting one of their engine is free 
advertisement for D.
4/ The build system for doom engine is scons, and it support D too.
5/ The code base is an high quality one. (for exemple, the _t suffix is 
used to differenciate what we call struct and classes in D - and that 
has no difference in C++ except in the usage you make of it).
6/ It's an interesting project.
7/ Many people in the D community are interested in video game projects.
8/ Doom's story take place on mars, phobos and deimos (well and on 
earth, but who care ?).

In addition, this is a good occasion to produce some code for deimos and 
can enlight us on D future evolutions backed with solid fact. On my 
knowledge, such a big project (big in size, but also in technicity) 
don't exist in D yet.

Anyway, don't expect this to be easy. We are talking here about 500 000 
lines of C++ (not including headers). And the code is performance critical.

We may have 2 approachs : a complete port or a binding (so translation 
of doom's headers in D + some glue code between D and C++ - which isn't 
as easy as it seems).

This is definitively not a one man job, but I'm sure we have some 
skilled dev here and we all want to promote D. If some of you do think 
that it's a good idea and want to spend some time on it (this is 
definitively a critical point).

I'm definitively in. And you ?
Nov 23 2011
next sibling parent simendsjo <simendsjo gmail.com> writes:
On 23.11.2011 17:16, deadalnix wrote:
 Hi,

 I want to suggest a project to the community. Doom3 source code has just
 been released, and I think we may want to do a port in D. Here are the
 reasons :
(...)
 This is definitively not a one man job, but I'm sure we have some
 skilled dev here and we all want to promote D. If some of you do think
 that it's a good idea and want to spend some time on it (this is
 definitively a critical point).

 I'm definitively in. And you ?
I had just downloaded the source when I saw this post :) A large project indeed. I don't have any time to get involved though, but I'll be following your progress and wish you the best of luck!
Nov 23 2011
prev sibling next sibling parent Trass3r <un known.com> writes:
 I want to suggest a project to the community. Doom3 source code has just 
 been released, and I think we may want to do a port in D.
Also had a short thought about this when it was released. The notion of it is indeed great ;)
 In addition, this is a good occasion to produce some code for deimos and 
 can enlight us on D future evolutions backed with solid fact. On my 
 knowledge, such a big project (big in size, but also in technicity) 
 don't exist in D yet.
Regarding graphical features I think http://h3.gd/code/nucleus is the most advanced project and with a really neat design (read the thesis), but unfortunately dead and the codebase is confusing. (could also be an interesting project to revive that one, many cool projects are rotting there, including a nice OpenGL GUI)
 Anyway, don't expect this to be easy. We are talking here about 500 000 
 lines of C++ (not including headers). And the code is performance critical.
Porting this by hand would be insane. I suggest to work on a C++/D converter based on Clang similar to https://github.com/jacob-carlborg/clang instead which does the nasty part. The Doom code would be an excellent testbed for that tool and it could also be used for other C++ code.
 or just a translation of doom's headers in D + some glue code between D and C++
Maybe something like SWIG could be used.
Nov 23 2011
prev sibling next sibling parent dolive <dolive89 sina.com> writes:
deadalnix Wrote:

 Hi,
 
 I want to suggest a project to the community. Doom3 source code has just 
 been released, and I think we may want to do a port in D. Here are the 
 reasons :
 1/ I think D is suitable and pertinent for video games.
 2/ This would make a solid code base to promote D.
 3/ Id software is very popular, and porting one of their engine is free 
 advertisement for D.
 4/ The build system for doom engine is scons, and it support D too.
 5/ The code base is an high quality one. (for exemple, the _t suffix is 
 used to differenciate what we call struct and classes in D - and that 
 has no difference in C++ except in the usage you make of it).
 6/ It's an interesting project.
 7/ Many people in the D community are interested in video game projects.
 8/ Doom's story take place on mars, phobos and deimos (well and on 
 earth, but who care ?).
 
 In addition, this is a good occasion to produce some code for deimos and 
 can enlight us on D future evolutions backed with solid fact. On my 
 knowledge, such a big project (big in size, but also in technicity) 
 don't exist in D yet.
 
 Anyway, don't expect this to be easy. We are talking here about 500 000 
 lines of C++ (not including headers). And the code is performance critical.
 
 We may have 2 approachs : a complete port or a binding (so translation 
 of doom's headers in D + some glue code between D and C++ - which isn't 
 as easy as it seems).
 
 This is definitively not a one man job, but I'm sure we have some 
 skilled dev here and we all want to promote D. If some of you do think 
 that it's a good idea and want to spend some time on it (this is 
 definitively a critical point).
 
 I'm definitively in. And you ?
It's very great idea, 100% support you, wish you the best of luck! dolive
Nov 23 2011
prev sibling next sibling parent reply Trass3r <un known.com> writes:
Also,, in any case, you will want to wait until the community gains some
direction and organization. Eventually something like iodoom3 should take over
control and aggregate the useful patches floating around in space.
Currently there are over 200 forks at github and the code doesn't even work on
Linux x64 at all yet.
Nov 23 2011
parent "Bernard Helyer" <b.helyer gmail.com> writes:
On Thu, 24 Nov 2011 09:38:56 +1300, Trass3r <un known.com> wrote:

 Also,, in any case, you will want to wait until the community gains some  
 direction and organization. Eventually something like iodoom3 should  
 take over control and aggregate the useful patches floating around in  
 space.
 Currently there are over 200 forks at github and the code doesn't even  
 work on Linux x64 at all yet.
Well, scons NOCURL=1 lets you build a working x86 binary, but yeah, no 64 bit build.
Nov 23 2011
prev sibling next sibling parent reply "Regan Heath" <regan netmail.co.nz> writes:
On Wed, 23 Nov 2011 16:16:40 -0000, deadalnix <deadalnix gmail.com> wrote:
 I want to suggest a project to the community. Doom3 source code has just  
 been released, and I think we may want to do a port in D. Here are the  
 reasons :
 1/ I think D is suitable and pertinent for video games.
 2/ This would make a solid code base to promote D.
 3/ Id software is very popular, and porting one of their engine is free  
 advertisement for D.
 4/ The build system for doom engine is scons, and it support D too.
 5/ The code base is an high quality one. (for exemple, the _t suffix is  
 used to differenciate what we call struct and classes in D - and that  
 has no difference in C++ except in the usage you make of it).
 6/ It's an interesting project.
 7/ Many people in the D community are interested in video game projects.
 8/ Doom's story take place on mars, phobos and deimos (well and on  
 earth, but who care ?).

 In addition, this is a good occasion to produce some code for deimos and  
 can enlight us on D future evolutions backed with solid fact. On my  
 knowledge, such a big project (big in size, but also in technicity)  
 don't exist in D yet.
I had an idea along these lines the other day. Does Doom3 support the addition of community content in the for of mods etc and, assuming we had a D port of Doom3, would the mods be written in D? My thought/idea was that D needed a game, where the modding api was in D, so that people wanting to create mods or other content for the game would need to write them in D. I was actually thinking about Minecraft and how in just a short space of time it has become immensely popular and the amount of community added content is amazing. The source for Minecraft (written primarily in Java) was going to be released, not sure of the status of this today I think it got sidelined as they geared up for the official release. This is a project which would really benefit from being (re-)written in D (or C/C++ for that matter) because it does suffer from performance issues, and crashes when the JVM runs out of memory (a common problem with Java or perhaps garbage collection as a whole?). If we could produce a D version of Minecraft, where community content was written in D, we'd automatically inherit a large user base interested in using D. It doesn't /have/ to be Minecraft, but what I thought was that D needs is a popular game, where community content requires the use of D... it seems an ideal way to entice new programmers in, and once they're in they'll be hooked :) Regan -- Using Opera's revolutionary email client: http://www.opera.com/mail/
Nov 24 2011
next sibling parent reply deadalnix <deadalnix gmail.com> writes:
Le 24/11/2011 13:18, Regan Heath a écrit :
 On Wed, 23 Nov 2011 16:16:40 -0000, deadalnix <deadalnix gmail.com> wrote:
 I want to suggest a project to the community. Doom3 source code has
 just been released, and I think we may want to do a port in D. Here
 are the reasons :
 1/ I think D is suitable and pertinent for video games.
 2/ This would make a solid code base to promote D.
 3/ Id software is very popular, and porting one of their engine is
 free advertisement for D.
 4/ The build system for doom engine is scons, and it support D too.
 5/ The code base is an high quality one. (for exemple, the _t suffix
 is used to differenciate what we call struct and classes in D - and
 that has no difference in C++ except in the usage you make of it).
 6/ It's an interesting project.
 7/ Many people in the D community are interested in video game projects.
 8/ Doom's story take place on mars, phobos and deimos (well and on
 earth, but who care ?).

 In addition, this is a good occasion to produce some code for deimos
 and can enlight us on D future evolutions backed with solid fact. On
 my knowledge, such a big project (big in size, but also in technicity)
 don't exist in D yet.
I had an idea along these lines the other day. Does Doom3 support the addition of community content in the for of mods etc and, assuming we had a D port of Doom3, would the mods be written in D? My thought/idea was that D needed a game, where the modding api was in D, so that people wanting to create mods or other content for the game would need to write them in D. I was actually thinking about Minecraft and how in just a short space of time it has become immensely popular and the amount of community added content is amazing. The source for Minecraft (written primarily in Java) was going to be released, not sure of the status of this today I think it got sidelined as they geared up for the official release. This is a project which would really benefit from being (re-)written in D (or C/C++ for that matter) because it does suffer from performance issues, and crashes when the JVM runs out of memory (a common problem with Java or perhaps garbage collection as a whole?). If we could produce a D version of Minecraft, where community content was written in D, we'd automatically inherit a large user base interested in using D. It doesn't /have/ to be Minecraft, but what I thought was that D needs is a popular game, where community content requires the use of D... it seems an ideal way to entice new programmers in, and once they're in they'll be hooked :) Regan
That was basically the idea. However, I think Doom's is more suitable than minecraft for severals reasons : - D has a far less effiscient garbage collector than Java. So memory management will have to be rewritten in the process, leading sometime to difficulties has the original source code isn't concieved in that direction. - The JVM include a lot of code that will have to be written in D. - On the other hand, D interface with C (and C++ to a certain point) so we don't have to rewritte the whole engine. - An angine like doom's support the idea that D is a performant language, that can be used for performance critical code. This is an advertisement for D. If peoples think that Minecraft is a more suitable engine to port/bind, I'm ready to reconsider the idea and join the effort instead of splitting us in several directions.
Nov 24 2011
parent reply "Regan Heath" <regan netmail.co.nz> writes:
On Thu, 24 Nov 2011 13:12:10 -0000, deadalnix <deadalnix gmail.com> wrot=
e:

 Le 24/11/2011 13:18, Regan Heath a =E9crit :
 On Wed, 23 Nov 2011 16:16:40 -0000, deadalnix <deadalnix gmail.com>  =
 wrote:
 I want to suggest a project to the community. Doom3 source code has
 just been released, and I think we may want to do a port in D. Here
 are the reasons :
 1/ I think D is suitable and pertinent for video games.
 2/ This would make a solid code base to promote D.
 3/ Id software is very popular, and porting one of their engine is
 free advertisement for D.
 4/ The build system for doom engine is scons, and it support D too.
 5/ The code base is an high quality one. (for exemple, the _t suffix=
 is used to differenciate what we call struct and classes in D - and
 that has no difference in C++ except in the usage you make of it).
 6/ It's an interesting project.
 7/ Many people in the D community are interested in video game  =
 projects.
 8/ Doom's story take place on mars, phobos and deimos (well and on
 earth, but who care ?).

 In addition, this is a good occasion to produce some code for deimos=
 and can enlight us on D future evolutions backed with solid fact. On=
 my knowledge, such a big project (big in size, but also in technicit=
y)
 don't exist in D yet.
I had an idea along these lines the other day. Does Doom3 support the=
 addition of community content in the for of mods etc and, assuming we=
 had a D port of Doom3, would the mods be written in D? My thought/ide=
a
 was that D needed a game, where the modding api was in D, so that peo=
ple
 wanting to create mods or other content for the game would need to wr=
ite
 them in D.

 I was actually thinking about Minecraft and how in just a short space=
of
 time it has become immensely popular and the amount of community adde=
d
 content is amazing. The source for Minecraft (written primarily in Ja=
va)
 was going to be released, not sure of the status of this today I thin=
k
 it got sidelined as they geared up for the official release. This is =
a
 project which would really benefit from being (re-)written in D (or
 C/C++ for that matter) because it does suffer from performance issues=
,
 and crashes when the JVM runs out of memory (a common problem with Ja=
va
 or perhaps garbage collection as a whole?). If we could produce a D
 version of Minecraft, where community content was written in D, we'd
 automatically inherit a large user base interested in using D.

 It doesn't /have/ to be Minecraft, but what I thought was that D need=
s
 is a popular game, where community content requires the use of D... i=
t
 seems an ideal way to entice new programmers in, and once they're in
 they'll be hooked :)

 Regan
That was basically the idea.
Obviously, I think it's a great idea. Sadly, I have no time to offer = towards it myself :(
 However, I think Doom's is more suitable than minecraft for severals  =
 reasons :
 - D has a far less effiscient garbage collector than Java. So memory  =
 management will have to be rewritten in the process, leading sometime =
to =
 difficulties has the original source code isn't concieved in that  =
 direction.
I think, were we to pursue this and produce code that required a more = efficient garbage collector, it would cause one to be written. The reas= on = it's not been the focus thus far is because there are so many other item= s = on the agenda, and what we have works well enough. But, if we were to = create demand for a better one, we could cause it to move up the agenda = :p Does the Doom3 code use garbage collection? Because trying to use D = without it, today, is difficult..
 - The JVM include a lot of code that will have to be written in D.
Perhaps, I'm not super familiar with what is and isn't handled by the Ja= va = JVM. Anything that doesn't yet exist in D, probably should, and this = would be a good way to make it happen.
 - On the other hand, D interface with C (and C++ to a certain point) s=
o =
 we don't have to rewritte the whole engine.
I was thinking the same thing.
 - An angine like doom's support the idea that D is a performant  =
 language, that can be used for performance critical code. This is an  =
 advertisement for D.
As is beating the Java performance for minecraft, but to a lesser degree= . = Matching the C/C++ Doom3 would definitely be more impressive, especially= = if we can then say we reduced the LOC too :p
 If peoples think that Minecraft is a more suitable engine to port/bind=
, =
 I'm ready to reconsider the idea and join the effort instead of  =
 splitting us in several directions.
It was just an idea, I can't contribute so you guys can pick whichever = interests you more. The import aspect of this idea, for me, was actually the language that = community contributions for the game (whatever it is) would be written = in. If they could be written in D, then there would be another incentiv= e = for people to give D a go. I noticed with games like Dragon Age, where = = mods are written in an custom scripting language developed by Bioware, = that people in the modding community there dive right into learning how = to = use it (I suspect a lot of these people are developers in thier day jobs= ) = and then start helping each other use it, if D could be that language, f= or = a popular game, D would gain a number of users very quickly. Regan -- = Using Opera's revolutionary email client: http://www.opera.com/mail/
Nov 24 2011
next sibling parent reply Somedude <lovelydear mailmetrash.com> writes:
Le 24/11/2011 18:28, Regan Heath a écrit :
 On Thu, 24 Nov 2011 13:12:10 -0000, deadalnix <deadalnix gmail.com> wrote:
 
 Le 24/11/2011 13:18, Regan Heath a écrit :
 On Wed, 23 Nov 2011 16:16:40 -0000, deadalnix <deadalnix gmail.com>
 wrote:
 I want to suggest a project to the community. Doom3 source code has
 just been released, and I think we may want to do a port in D. Here
 are the reasons :
 1/ I think D is suitable and pertinent for video games.
 2/ This would make a solid code base to promote D.
 3/ Id software is very popular, and porting one of their engine is
 free advertisement for D.
 4/ The build system for doom engine is scons, and it support D too.
 5/ The code base is an high quality one. (for exemple, the _t suffix
 is used to differenciate what we call struct and classes in D - and
 that has no difference in C++ except in the usage you make of it).
 6/ It's an interesting project.
 7/ Many people in the D community are interested in video game
 projects.
 8/ Doom's story take place on mars, phobos and deimos (well and on
 earth, but who care ?).

 In addition, this is a good occasion to produce some code for deimos
 and can enlight us on D future evolutions backed with solid fact. On
 my knowledge, such a big project (big in size, but also in technicity)
 don't exist in D yet.
I had an idea along these lines the other day. Does Doom3 support the addition of community content in the for of mods etc and, assuming we had a D port of Doom3, would the mods be written in D? My thought/idea was that D needed a game, where the modding api was in D, so that people wanting to create mods or other content for the game would need to write them in D. I was actually thinking about Minecraft and how in just a short space of time it has become immensely popular and the amount of community added content is amazing. The source for Minecraft (written primarily in Java) was going to be released, not sure of the status of this today I think it got sidelined as they geared up for the official release. This is a project which would really benefit from being (re-)written in D (or C/C++ for that matter) because it does suffer from performance issues, and crashes when the JVM runs out of memory (a common problem with Java or perhaps garbage collection as a whole?). If we could produce a D version of Minecraft, where community content was written in D, we'd automatically inherit a large user base interested in using D. It doesn't /have/ to be Minecraft, but what I thought was that D needs is a popular game, where community content requires the use of D... it seems an ideal way to entice new programmers in, and once they're in they'll be hooked :) Regan
That was basically the idea.
Obviously, I think it's a great idea. Sadly, I have no time to offer towards it myself :(
 However, I think Doom's is more suitable than minecraft for severals
 reasons :
 - D has a far less effiscient garbage collector than Java. So memory
 management will have to be rewritten in the process, leading sometime
 to difficulties has the original source code isn't concieved in that
 direction.
I think, were we to pursue this and produce code that required a more efficient garbage collector, it would cause one to be written. The reason it's not been the focus thus far is because there are so many other items on the agenda, and what we have works well enough. But, if we were to create demand for a better one, we could cause it to move up the agenda :p Does the Doom3 code use garbage collection? Because trying to use D without it, today, is difficult..
 - The JVM include a lot of code that will have to be written in D.
Perhaps, I'm not super familiar with what is and isn't handled by the Java JVM. Anything that doesn't yet exist in D, probably should, and this would be a good way to make it happen.
 - On the other hand, D interface with C (and C++ to a certain point)
 so we don't have to rewritte the whole engine.
I was thinking the same thing.
 - An angine like doom's support the idea that D is a performant
 language, that can be used for performance critical code. This is an
 advertisement for D.
As is beating the Java performance for minecraft, but to a lesser degree. Matching the C/C++ Doom3 would definitely be more impressive, especially if we can then say we reduced the LOC too :p
 If peoples think that Minecraft is a more suitable engine to
 port/bind, I'm ready to reconsider the idea and join the effort
 instead of splitting us in several directions.
It was just an idea, I can't contribute so you guys can pick whichever interests you more. The import aspect of this idea, for me, was actually the language that community contributions for the game (whatever it is) would be written in. If they could be written in D, then there would be another incentive for people to give D a go. I noticed with games like Dragon Age, where mods are written in an custom scripting language developed by Bioware, that people in the modding community there dive right into learning how to use it (I suspect a lot of these people are developers in thier day jobs) and then start helping each other use it, if D could be that language, for a popular game, D would gain a number of users very quickly. Regan
I also happen to think Minecraft would be a much better idea than Doom 3. First because it probably has a better chance to succeed. And second, because there is a real need for a replacement of the original game, which to my knowledge isn't really the case of Doom 3. So interested players will have an incentive to learn and use the language. While with a port of Doom, the end result would be "Ok cool. So what ? We already have a nice codebase in C++, a language we know". And if there is a performance need for Minecraft, it will be rewritten anyway, likely in C++. So if there is already a working port in D, I believe people will notice, and maybe attempt to improve on the original game, as has been the case with Spring RTS on Total Annihilation and OpenTTD on Train Tycoon Deluxe (note that these two open source projects were actually written from scratch, after a reverse engineering of the original games).
Nov 24 2011
parent reply Andrej Mitrovic <andrej.mitrovich gmail.com> writes:
I remember reading this ages ago:
http://fabiensanglard.net/quakeSource/index.php
Nov 24 2011
parent reply Somedude <lovelydear mailmetrash.com> writes:
Le 25/11/2011 00:14, Andrej Mitrovic a écrit :
 I remember reading this ages ago:
 http://fabiensanglard.net/quakeSource/index.php
Besides there has already been a FPS written in D, and that hasn't had much effect on the gaming community either.
Nov 24 2011
parent reply Paulo Pinto <pjmlp progtools.org> writes:
Am 25.11.2011 00:33, schrieb Somedude:
 Le 25/11/2011 00:14, Andrej Mitrovic a écrit :
 I remember reading this ages ago:
 http://fabiensanglard.net/quakeSource/index.php
Besides there has already been a FPS written in D, and that hasn't had much effect on the gaming community either.
what concerns workflow tools and server side code, while leaving the game engine core features in C/C++/Assembly. Not sure if D would still make have an impact there.
Nov 26 2011
parent "Regan Heath" <regan netmail.co.nz> writes:
On Sat, 26 Nov 2011 21:04:28 -0000, Paulo Pinto <pjmlp progtools.org>  =

wrote:

 Am 25.11.2011 00:33, schrieb Somedude:
 Le 25/11/2011 00:14, Andrej Mitrovic a =E9crit :
 I remember reading this ages ago:
 http://fabiensanglard.net/quakeSource/index.php
Besides there has already been a FPS written in D, and that hasn't ha=
d
 much effect on the gaming community either.
what concerns workflow tools and server side code, while leaving the =
 game engine core features in C/C++/Assembly.

 Not sure if D would still make have an impact there.
As you could use D for both aspects I think that would be an advantage i= n = code sharing, and developer training etc. -- = Using Opera's revolutionary email client: http://www.opera.com/mail/
Nov 28 2011
prev sibling parent bearophile <bearophileHUGS lycos.com> writes:
Regan Heath:

 As is beating the Java performance for minecraft, but to a lesser degree.   
 Matching the C/C++ Doom3 would definitely be more impressive, especially  
 if we can then say we reduced the LOC too :p
It's better to discover the scaling problems of the D GC with an open source video game than with a commercial project. And currently Minecraft is hotter than Doom, so it probably gives better return of investment regarding number of persons that will be interested. So I agree that a Dinecraft is a bit better idea. But today it's not hard to translate Java-OracleVM programs to D and find that once compiled with DMD they are are slower than before (to avoid this you need to care for performance). I suggest to perform a 1:1 port of the Java code, write tests, benchmark and profile the program, fork the code to keep a working and clean root version, and then slowly optimize the derived version keeping the tests "green". Bye, bearophile
Nov 24 2011
prev sibling parent Jesse Phillips <jessekphillips+d gmail.com> writes:
On Thu, 24 Nov 2011 12:18:50 +0000, Regan Heath wrote:

 The source for Minecraft (written primarily in
 Java) was going to be released
Hasn't been yet, but it wasn't going to be released as OSS and only intended for modding. So I don't know what the licensing rules would entail, but there is a clone in C++ being created: https://github.com/celeron55/minetest it likely won't get traction. The community exists, maybe a small subset can be captured, but a community following really won't happen until Notch is behind it (which might actually be doable). Doom 3 is a massive undertaking and not really feasible. What I would suggest making D usable for modding. And like many here, this task isn't for me.
Nov 28 2011
prev sibling next sibling parent reply Benjamin Thaut <code benjamin-thaut.de> writes:
Am 23.11.2011 17:16, schrieb deadalnix:
 Hi,

 I want to suggest a project to the community. Doom3 source code has just
 been released, and I think we may want to do a port in D. Here are the
 reasons :
 1/ I think D is suitable and pertinent for video games.
 2/ This would make a solid code base to promote D.
 3/ Id software is very popular, and porting one of their engine is free
 advertisement for D.
 4/ The build system for doom engine is scons, and it support D too.
 5/ The code base is an high quality one. (for exemple, the _t suffix is
 used to differenciate what we call struct and classes in D - and that
 has no difference in C++ except in the usage you make of it).
 6/ It's an interesting project.
 7/ Many people in the D community are interested in video game projects.
 8/ Doom's story take place on mars, phobos and deimos (well and on
 earth, but who care ?).

 In addition, this is a good occasion to produce some code for deimos and
 can enlight us on D future evolutions backed with solid fact. On my
 knowledge, such a big project (big in size, but also in technicity)
 don't exist in D yet.

 Anyway, don't expect this to be easy. We are talking here about 500 000
 lines of C++ (not including headers). And the code is performance critical.

 We may have 2 approachs : a complete port or a binding (so translation
 of doom's headers in D + some glue code between D and C++ - which isn't
 as easy as it seems).

 This is definitively not a one man job, but I'm sure we have some
 skilled dev here and we all want to promote D. If some of you do think
 that it's a good idea and want to spend some time on it (this is
 definitively a critical point).

 I'm definitively in. And you ?
I don't think porting any game to D is a good idea right now. I've did some major game developement on D. Half my code uses manual memory management and still the D garbage collector is a major performance issue. Unless you want to do all of the memory management yourself, which pretty much results in not using phobos and most of the cool features in D I wouldn't recommend porting a bigger game to D. -- Kind Regards Benjamin Thaut
Nov 28 2011
parent Trass3r <un known.com> writes:
Am 28.11.2011, 18:21 Uhr, schrieb Benjamin Thaut <code benjamin-thaut.de>:
 I don't think porting any game to D is a good idea right now. I've did  
 some major game developement on D. Half my code uses manual memory  
 management and still the D garbage collector is a major performance  
 issue. Unless you want to do all of the memory management yourself,  
 which pretty much results in not using phobos and most of the cool  
 features in D I wouldn't recommend porting a bigger game to D.
We really need to get CDGC up and running.
Nov 28 2011
prev sibling parent Denis Shelomovskij <verylonglogin.reg gmail.com> writes:
23.11.2011 19:16, deadalnix пишет:
 Hi,

 I want to suggest a project to the community. Doom3 source code has just
 been released, and I think we may want to do a port in D.
...
 I'm definitively in. And you ?
It's insane at first sight. But after thinking for a moment I realized that is isn't definitely true and there can be another resolution. Here are they: 1. This is madness. 2. This is Spartaaa.
Nov 29 2011