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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 bet
by jeremiep 11y ago
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.)
- EliRivers 11y agoYou'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.
- jeremiep 11y agoWhile 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.