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Note that the game industry avoided C++ for a long time because those early C++ compilers produced code which was very large and quite a lot slower than you'd g
by mewse 8y ago
Note that the game industry avoided C++ for a long time because those early C++ compilers produced code which was very large and quite a lot slower than you'd get from C, so C++ was kind of a non-starter when you were writing code for the consoles of the day which had slow processors and only a few megabytes of RAM. You just couldn't afford the overheads of C++ or your competitors would eat your lunch.
It wasn't about needing a pioneer to show us that we'd been wrong; we weren't wrong. C++ just wasn't ready for the particular set of requirements that games imposed, yet. Once the state of C++ compilers began dramatically improving in the late 90s (by the criteria of optimisation and executable sizes), most studios moved over to the language pretty quick. Or at least that was my experience.
- pjmlp 8y agoThe pioneers were the studios using Watcom C++ on MS-DOS, while others were still being dragged into Windows with plain old C, while complaining about losing hardware access until Wing was released. And the studios that were forced to adopt C++ when the PlayStation SDK required it. So nothing speaks against other languages getting over the same kind of acceptance issues.