Manu via Digitalmars-d
2014-10-02 06:02:54 UTC
I just thought I'd drop this here for peoples interest.
It occurred to me that I usually take this sort of thing separately to
my interest in D, but since there are few gamedev's here, and I often
have trouble attracting sympathy for our industry concerns, this might
give some window into the way we think, and tend to approach...
basically everything.
Mike is a super well known (and outspoken) engine dev, every gamedev
knows who he is.
What he's presenting here to CppCon is something that we've been doing
pervasively for 10-15 years.
It's all fairly basic and obvious, but all-too-often ignored.
You can see the focus on codegen and low-level performance, and how
much attention we tend to pay to it :)
This leads into things like, for instance, why I'm so fussy about
things like very highly-controlled handling of ref, and
final-by-default.
It occurred to me that I usually take this sort of thing separately to
my interest in D, but since there are few gamedev's here, and I often
have trouble attracting sympathy for our industry concerns, this might
give some window into the way we think, and tend to approach...
basically everything.
Mike is a super well known (and outspoken) engine dev, every gamedev
knows who he is.
What he's presenting here to CppCon is something that we've been doing
pervasively for 10-15 years.
It's all fairly basic and obvious, but all-too-often ignored.
You can see the focus on codegen and low-level performance, and how
much attention we tend to pay to it :)
This leads into things like, for instance, why I'm so fussy about
things like very highly-controlled handling of ref, and
final-by-default.