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You're right with your first point, but wrong with the second: a lot of new projects are still written in c++. Pretty much every non-indie video game, for examp
by vilya 11y ago
You're right with your first point, but wrong with the second: a lot of new projects are still written in c++. Pretty much every non-indie video game, for example.
- such_a_casual 11y ago>Pretty much every non-indie video game, for example. So code that relies on a lot of existing software then (ie the game engine and other in-house libraries that any company would have). You have proved his point instead of countering it.
- okatsu 11y agoAny large enough game will use C/C++ at its core because short of using assembly, it's the only real choice we have. C#, Lisp or whatever else are nice for gameplay scripting, but underneath there is a need for control that most languages will not give you. Same thing for anything with hard real-time requirements.
- such_a_casual 11y agoSo? That's completely irrelevant to the argument.
- okatsu 11y agoYour argument is that people only use C++ because of existing libraries and engines My response is that we use C++ for the language itself, existing engine or not. :)
- anonymoushn 11y agoThe JVM is fine for running low-latency automated trading systems. I wonder why it's not suitable for applications with timing requirements that are hundreds of times more relaxed? I don't know if the JVM is better or worse for this than some other runtime like Go's or the CLR or whatever, I just wrote about the JVM because it is the one that I have used in this context.
- humanrebar 11y ago> The JVM is fine for running low-latency automated trading systems. 1. There is a lot of expert tuning to get that sort of performance with respect to latency. That tuning would need to be reproduced for every target system. 2. Those trading systems can have ridiculous amounts of RAM to give the JVM GC lots of room to work with. 3. Reading packets from a wire and writing other packets to a wire is a different problem than reading controller inputs and modelling complex 3D worlds. ...that's not to say you can't have AAA Java games. To some degree that already happens with Android games, at least if you're willing to stretch the definition of AAA. (If you define AAA as "uses C++", the nomenclature becomes fairly moot).
- plonh 11y agoMinecraft is Java. It has awful performance (but it's simple enough and mixed desktops are powerful enough)
- overgard 11y agoNo, code that has to run fast. Most c++ popular libs are callable from other languages. Whatever you feel about it c++ isn't a dead dinosaur, most the things you use were probably written in it.
- yoklov 11y agoEven if there's no existing game engine, it's almost certainly written in C++. There are toolchain requirements that push in this direction, but honestly I doubt they make any significant difference in the matter.
- berkut 11y agoAnd VFX software! :) Not even fully on C++11 yet! Vil: How's it going?
- vilya 11y agoI'm good! You? We should catch up for lunch sometime soon. We'll hopefully be moving to compilers capable of supporting c++11 at work soon - maybe even in 2016 if we're lucky - but it'll probably be an even longer wait before we can start using c++11 features in our code. Still, a guy can dream...
- berkut 11y agoCool - I'm working on Manuka at Weta atm so the logistics might be a bit difficult :) Yeah, there's a bit of c++11 going on here - but until all the DCC apps move next year, as you say, it's going to be a while.