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Why C++?

Name: Anonymous 2011-10-05 1:20

http://www.gamearchitect.net/Articles/WhyC++.html

Nothing succeeds like success. The fact that C++ is the dominant language for game development gives it a lot of inertia. If you want to hire experienced programmers, it's much easier to recruit C++ gurus than it is to find OCaml talent. If you're going to develop for consoles, Microsoft and Sony provide C++ compilers, but for any other language you're on your own. And if you want to link with middleware, most modern game middleware packages--including Gamebryo, Havok, FMOD, SpeedTree and the Unreal Engine--are written in C++. Developing in another language, even C, is a lonely path.

The power of the C++ network effect is not to be underestimated. For example, Naughty Dog used an in-house LISP variant called GOAL (Game Oriented Assembly Lisp) for the Jak and Daxter titles. They had a significant investment in GOAL, for which they'd written their own compiler, linker and debugger. They supported dynamic reloading of code by a running game and reportedly generated tight, efficient assembly. After their acquisition by Sony, however, Naughty Dog were forced to transition to C++ development. "Sony wants us to be able to share code with other studios, and this works both ways - both other studios using our code and vice versa," posted Naughty Dog lead programmer Scott Shumaker.

Name: Anonymous 2011-10-05 16:36

What I don't understand is why `the industry' pushes these things. Obviously most `old school' developers and/or people who know what they are talking about agree that
• OO is shit;
• C++ is shit;
• Java is shit;
• C# is shit;
• UML is shit;
• `Paired programming' is shit;
• EnterpriseQualityCode is shit;
GC is shit.

So why do these things become standard in industry? Are businesses that easily swayed by a few buzz words? Does nobody do the research?
It would take years to undo the damage all this has done. And it's just going to get worse and worse and there's nothing we can do about it.

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