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Absolutely, and it's the only new entrant in a decade that I think may have staying power. And it too--is written in C++.
by andrewmcwatters 4y ago
Absolutely, and it's the only new entrant in a decade that I think may have staying power. And it too--is written in C++.
- flohofwoe 4y agoI wouldn't mind it being written in C++ if it had an official C API (so that it's easier to use the library from other languages than C++), but somehow physics engines are like UI frameworks, OOP seems to be more popular there than elsewhere ;) (there are a couple of externally maintained bindings though) PS: the most serious case against C++ for game development is probably the widening gap between "modern C++" and the kind of "sane C++" that's used in the game dev world (e.g. modern C++ is moving into a direction where most new features are entirely useless/pointless for game development). That was at least the main reason why I left C++ mostly behind and moved back to C (or realistically: a mix of mostly C and some C++ where needed to talk to libraries), and I keep a very close eye on Zig to eventually replace my use of C.
- andrewmcwatters 4y agoThis is exactly what I do at Planimeter, where we use primarily ANSI C and convert compilation units to C++ when we need to interface with existing solutions. This is the easiest way we can automate bindings to other programming languages without having to use larger instrumentation like SWIG. It's definitely not the industry standard recommendation I wrote about above, but internally we have other objectives that make it sensible. And we still get to use C++.