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I find this a lot more encouraging to read. Most gamedevs I see talking about C++ mention to avoid boost & templating, how STL is bad, etc. How they have to wri
by agmcleod 11y ago
I find this a lot more encouraging to read. Most gamedevs I see talking about C++ mention to avoid boost & templating, how STL is bad, etc. How they have to write their own more efficient version of vectorm or their own allocator. There are things I like things about C. I find malloc & free fairly understandable, where as a lot of the newer pointer arithmetic in C++11 can be a bit overwhelming.
That said as someone who hasnt done a lot of C or C++, i'd like to think learning the new way is best, otherwise it's hard to know where to start.
- pjmlp 11y agoThe thing with game devs is that they only change tooling when forced to do. In the 80's Assembly was the only way to go, if you were targeting consoles and home systems. Higher level languages were the managed languages of the day. When the SDK started to push for C, like on first PS, they were forced to move. Still the code was pretty much inline Assembly wrapped in C, until they were confident to write more and more in C. Similarly when around PS 3 time, the SDKs were moving into C++, the majority took advantage of the C compatibility and used only as much C++ as required by the SDKs. Only recently some started to do the transition to embrace C++. Likewise if in the future language X becomes the only way to target games for platform Y, and they a market that they need to be in, they will eventually adopt it. Of course writting big chunks in C++ until they can be convinced it is ok to just use X.
- agmcleod 11y agoAh interesting. I have to admit I thought the C++ dominance had been around for longer than that.