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I don't have a choice: I must use a broad array of tools and languages. The gamedev stuff I've helped tackle fundamanetlaly required mostly C++... and a littl
by MaulingMonkey 10y ago
I don't have a choice: I must use a broad array of tools and languages.
The gamedev stuff I've helped tackle fundamanetlaly required mostly C++... and a little C, and some x86/ARM/PPC for debugging, HLSL 3-5/GLSL ES/PSSL/<custom shader DSLs> for porting graphics, at least two shell scripting languages for CI servers (Bash, and Powershell or (ew!) Batch), Python (for various modeling tools)... Java, Objective C, and C++/CX for platform specific APIs... MSBuild, Makefiles, Gradle, Ant... and that's just the languages! The tooling front is no better.
A handful more language choices that theoretically could've been avoided (e.g. C# for tools and server stuff, ActionScript for UI) is really not that big a deal in this context. You can add pointless layers of cruft, but I've only seen it once - a Python script used to hack up the result of a C++ program. Even then they had a reason: some of the C++ didn't get checked in, so we couldn't even build the C++ program. (A happy ending: With a little reverse engineering of the resulting binary output, I was able to re-implement the missing C++ bits, implement the Python-script 'fixes' more cleanly in the original C++, and add my own necessary changes on top of that.)