| ▲ | rafaelmn 5 hours ago | ||||||||||||||||
> C# or Java don't have this, nor can they compile C code and seamlessly interoperate with it — but in D, this is effortless. C# C interop is pretty smooth, Java is a different story. The fact that C# is becoming the GC language in game dev is proving my point. >Furthermore, if you dig deeper, you'll find that D offers far greater control over its garbage collector than any other high-level language, to the point that you can eagerly free chunks of allocated memory, minimizing or eliminating garbage collector stops where it matters. Yes, and the no-gc stuff was just attempts to backpedal on the wrong initial decision to fit into the use-cases they should have targeted from the start in my opinion. Look D was an OK language but it had no corporate backing and there was no case where it was "the only good solution". If it was an actual C++ modernization attempt that stayed C compatible it would have seen much better adoption. | |||||||||||||||||
| ▲ | arcadia_leak 5 hours ago | parent | next [-] | ||||||||||||||||
> C# C interop is pretty smooth True, but you still need to either generate or manually write the bindings. In D, you just import the C headers directly without depending on the bindings' maintainers. > If it was an actual C++ modernization attempt that stayed C compatible it would have seen much better Any D compiler is literally also a C compiler. I sincerely don't know how can one be more C compatible than that. > Yes, and the no-gc stuff was just attempts to backpedal on the wrong initial decision I think that it was more of an attempt to appease folks who won't use GC even with a gun to their head. | |||||||||||||||||
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| ▲ | cardanome an hour ago | parent | prev | next [-] | ||||||||||||||||
> The fact that C# is becoming the GC language in game dev is proving my point. That is just the Unity effect. Godot adopted C# because they get paid to do so by Microsoft. C# allows for far lees control over the garbage collection compared to D. The decision to use C# is partly responsible for the bad reputation of Unity games as it causes a lot of stutters when people are not very careful about how to manage the memory. The creator of the Mono runtime actually calls using C# his Multi-million dollar mistake and instead works on swift bindings for Godot: https://www.youtube.com/watch?v=tzt36EGKEZo | |||||||||||||||||
| ▲ | arcadia_leak 4 hours ago | parent | prev | next [-] | ||||||||||||||||
> The fact that C# is becoming the GC language in game dev is proving my point. Respectfully, it doesn't prove your point. Unity is a commercial product that employed C# because they could sell it easily, not because it's the best language for game dev. Godot supports C# because Microsoft sponsored the maintainers precisely on that condition. | |||||||||||||||||
| ▲ | xigoi 3 hours ago | parent | prev [-] | ||||||||||||||||
> The fact that C# is becoming the GC language in game dev is proving my point. Popularity is not proof of anything. C# is popular because it’s made by Microsoft and rode the OOP hype. | |||||||||||||||||