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What the games industry needs is a language packing a disruptive, 10x advancement to get away from C++. There are a lot of accumulated ideas right now that coul
by crq-yml 3y ago
What the games industry needs is a language packing a disruptive, 10x advancement to get away from C++. There are a lot of accumulated ideas right now that could make, perhaps, a 3x-5x difference, and are reasonably well-represented when looking at stuff like Zig, Nim, Odin, Beef, Jai, and others trying points along the frontier of "possible games languages".
I think Zig stands the best chance of turning the corner by attacking the problems at the very base of the build system, libc, etc. Doing that opens up the floodgates for experimentation over a new base layer, and that will get you to a 10x change.
- SleepyMyroslav 3y agoI don't think games have any problems with build systems or libc. Source I am working in gamedev for some time. I simply do not see your stated 3x-5x difference. Would love to be proven wrong.
- adastra22 3y agoYeah build systems and such are a solved problem in the game industry, where build issues are self contained by the engine which often has custom tooling. If there is any killer feature it is probably at the intersection of coroutine execution of programmable script elements. Lua, one of the most commonly game scripting languages, leaves a lot to be desired. But not many projects are looking at the requirements of games here. The next generation of language will probably come from within the industry, from something like Unity’s Burst compiler, Unreal’s Verse language, or an evolution of rvscript into a JIT compiled fast backend.