2 ms·
I was doing game dev in 2010-2013, and we had very partial support for C++11 features, depending on which platform we were on (playstation vs windows). We had f
by grogenaut 4y ago
I was doing game dev in 2010-2013, and we had very partial support for C++11 features, depending on which platform we were on (playstation vs windows). We had fear that C++11 features would never be there, then saw the proposals for 2017 and were like "well that will NEVER happen"... Then the PS4 came out with good 2011 support and I think making progress on 2017. I believe the studio is full on 2017 support now. They're always purposefully 5 years behind so they don't fight insidious compiler bugs.
A lot of these features are great and so they'll come in most compiles, maybe just not as fast as you want them. But the development happening for the PS2, PS3, PS4 and PS5, as well as windows and linux is massively different in the last 20 years. And it always seems like you're never going to get to use those new standards. And then one day they're just in your compiler and you are using them.
If clang doesn't keep up, people will stop using clang. Just like they starting using it and LLVM everywhere somewhere in 08-14 after it came out in 2007. It's both a huge switch (short time frame) and also natural for a product major release (long time frame).