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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