Chuck Esterbrook wrote:
On 6/11/07, Paul G. Allen <[EMAIL PROTECTED]> wrote:
Actually, the best performing games don't. They use C.
Not true. C++ is now the standard.
Even for the graphics engine, the benefit of being able to abstract the
matrix operations is a huge win. It also means that you can use
templates to optimize your code for the particular graphics engine you
are using. This is very important when your games have to be multiplatform.
Um, well, the best performing games probably aren't 99% of the gaming
industry. Most ads that I've looked at asked for C++. "99%" is
probably more of an expression, but then I don't think it's far off
either.
It's probably pretty close. C is only used for portable platforms, and
even there C++ is beginning to displace C. By turning off exceptions
and RTTI, you get code that is pretty close in size.
The advantages of API abstractions are just too powerful in terms of
programmer time.
Just because C++ has large amounts of suckage doesn't mean those
programming houses use all of it. Many places have figured out that
judicious and rare use of classes and templates is worth a lot of
productivity.
Being able to write Vector<SomeClass> v is just *so* much nicer that
doing all the C operations manually. sglib is one of the nicest data
structures libraries for C, and even it suffers from not being able to
abstract out a lot of the implementation details.
-a
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