digitalmars.D - [Proof of Concept] Unity scripting with D
I've been playing with Mono (.NET runtime) recently and over last few weeks created some basic wrapper that allows to call C# code. So I've ported some of the Unity Engine functions, and made this simple game using that approach. The game itself is a very basic "Asteroids" clone, and only serves as an introduction and as (crappy) system tests, it also might be useful to anyone new to Unity to start with API. It is however riddled with anti-patterns and bad practices in all possible ways, so be aware. At this moment only Windows x64 is supported. Current wrapper code generation emits about 80k loc of mixins for a small portion of Unity API, and is far from optimal. A bit more technical details can be found in Assets/Plugins/game readme file. Sources https://github.com/Superbelko/unity-d
On Sunday, 7 July 2019 at 09:51:33 UTC, evilrat wrote:
Laeeth Isharc <laeeth kaleidic.io> writes:
On Thursday, 11 July 2019 at 10:46:53 UTC, evilrat wrote:On Sunday, 7 July 2019 at 09:51:33 UTC, evilrat wrote:Thanks for your work. Might help me. https://www.reddit.com/r/programming/comments/ccecn7/unity_scripting_with_d/?utm_source=reddit-android
On Friday, 12 July 2019 at 18:05:53 UTC, Laeeth Isharc wrote:Thanks for your work. Might help me.Lucky you :) Thanks for posting, I haven't had any plans for public exposure outside of D community, so this might be helpful.