The whole point of C++ is to graft Object Oriented Programming into C like some Frankenstein’s monster because OOP was the big hype.
C++ being performant is mostly a side effect of it being based on a language created when programs were still punched into paper cards.
That was the point 20 years ago. These days it is pivoting to compile time functional programming
What does that mean ?
If you have a constant expression like
1 + 2in your code you can evaluate it at compile time once and avoid computing it at runtime. You can do that with control flow and much more complex language constructs in C++. If you want to know more about that look into C++ template meta programming, constexpr, and constval.Or don’t look into those things if you wish to remain sane
yeah, zig and rust have the same concepts but much better thought and structed
It’s easy to build a well-designed language when you don’t have to work around the mistakes of the past that were too difficult to solve then and too deeply entrenched to change now.
yes, thats why I dont bother finnishing projects
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it means rust is cool as fuck
aren’t they talking about C++ ?
C++ has pretty much no compile-time checks, while Rust’s overengineered syntax allows it’s compiler to catch vast majority of your everyday errors during compilation.
It doesn’t eliminate logic bugs. I’d argue these are way more relevant in day to day programming.
It’s kind of sad that so many big studios have abandoned their proprietary engines to adopt unreal engine 5. What’s going to happen when Epic starts to turn the screws because they feel like they aren’t making enough money? All these big studios won’t have any staff left that knows how to build graphical engines. Honestly, at least it would make sense if they have up on their engines and started using Godot. At least they wouldn’t be bound to Epic’s bullshit.
At a conceptual level, it makes 100% sense that companies are moving away from bespoke engines and towards a standardized engine. This is something you see in many different industries. Spending a whole bunch of money and effort when 95% of your requirements are the same as everyone else is a bit silly.
However, you’re completely right that there’s the same danger as in other industries where the ‘boring software infrastructure’ gets standardized and outsourced: a niche monopoly able to exploit their position. What tends to happen in the long run is an open source project for that infrastructure run by an NGO with the industry members (in this case AAA game companies) on the board of directors.
A lot of these developers would be better off in the long run working in Godot and submitting PR’s for fixes and updates that they need
Has anyone ever invented actual good modern language yet?
yes it’s called rust
Go ahead, write your 3D engine in Python. I dare you.
You’d write the code in something else and then be like
import 3dengine 3dengine.run()Aah yes, the entire numerical python stack being carried on Fortran and C’s shoulders
The tutorials and walkthrough guides for all of that stuff are infuriating.
What do you mean I just import and run “unbelievably_specific_tool” and run it? How am I supposed to do anything other than process this example data with that?
Exactly, coming from Java it was such a big difference. Previously I could click on any class or method and view the implementation, with Python, suddenly everything was a convoluted jungle of methods popping into existence during runtime or being loaded from some opaque binary.
Never underestimate my self-loathing and my desire to write the most unusable piece of shit.
3D engine in LOLCODE or bust
How many games write their own 3D engine anymore
Not enough. It’s why they all need so many fucking resources and why you need to spend $1500 on a video card for a game that could run on a 15 year old GeForce if the developers put any effort into optimizing anything.
Expecting even a medium to large team to waste resources on essentially reinventing the wheel would probably result in shittier games, IMO.
And with their new engine no one is stopping them from adding dlss the entire way, so performance never once has to be a consideration (minus on their test rig of 2 5090s, 128GB of ddr5, and the latest threadripper of course).
You know the majority of LLM stacks are in python, right?
We already live in that world, basically.
Python LLM training produces models that are then refined into things that 3D engines plug into to do AI upscaling and framegen, and then different python trained LLM models use more python to interface with MCPs to write more slop extensions and frameworks in/for game engines, and other programs.
Still different python derived LLMs do image/facial/3d object recognition, get plugged into moar python, and then produce models… often for game engines.
Its nearly literally an ouroboros.
It’s funny that you think Python is anything else than a wrapper for real languages that get shit done.
Let me know how many LLMs you can run locally without multiple entire suites of python libraries.
Muchless train an LLM.
Yeah, load bearing ‘wrappers’.
Fuck C++. IMO the Microsoft Windows of the programming languages.
This is why we should only use Python. :)
So great for programming, with no downsides. Why hasn’t anyone thought of this before?
I’m a genius, i know.
I love C++ as a god defying monument of backward compatibility. You can go through the versions like an archeologist looking through layers of rock to see what the trends of that time were. There’s not only one way to do the thing you want, but several, too many ways, and no one can stop you from frankensteining pieces together that were never meant to be.
If C is meant to be a basic toolbox, C++ is your dad’s disorganized tool cabinet he keeps in the garage. Overflowing with barely used, highly specific, and redundant tools.
And every one of those tools can kill you.











