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This is far from a majority, but a lot of folks are still using C or an orthodox variant of C++ in the gamedev industry. Many APIs, like Vulkan or OpenGL are u
by stephc_int13 4y ago
This is far from a majority, but a lot of folks are still using C or an orthodox variant of C++ in the gamedev industry.
Many APIs, like Vulkan or OpenGL are using pure C.
- kllrnohj 4y agoAll the current major game engines are C++. C hasn't been widely used since the Quake 3 days. While yes the Vulkan & OpenGL APIs are pure C, that's very, very little of what you actually code against. You very quickly abstract that or use a middleware like bgfx or whatever. In the case of Vulkan while the spec API is C, there's first-class C++ wrappers/bindings provided as well: https://github.com/KhronosGroup/Vulkan-Hpp https://github.com/KhronosGroup/Vulkan-Hpp And other than Vulkan & OpenGL, you'll find that most other APIs/libraries in the space are C++, not C. Valve's libraries are C++. Dear ImGui is C++. Bullet & PhysX are C++. Microsoft's glTF SDK is C++. etc... You can argue endlessly about how "true C++" those all are or if they're just "C with namespaces" but that's largely irrelevant - they aren't C and they need a C++ compiler.
- stephc_int13 4y agoSure. bgfx and imgui are very close to C in practice. This is not very common practice but a few small to medium size studios are using C only. TheMachinery was pure C. My own engine is built in C with C/C++/Zig APIs.