Valid point, buffer-overflows can be disastrous and should be easily preventable, or impossible, in a sensible language.
For OpenMW though, it's not a concern. They're building a single-player video game; the input is always trusted. As far as I can see, they made the right call by moving to C++.
Again, I really like the D language - but I can see why a project manager would go with C++.
For OpenMW though, it's not a concern. They're building a single-player video game; the input is always trusted. As far as I can see, they made the right call by moving to C++.
Again, I really like the D language - but I can see why a project manager would go with C++.