Re:How to write better game libraries
by rehasu on Sunday December 08, 2019 @10:52AM
(#21736469)
The problem for game libraries in general is that game dev lives in c++ world and c++ is awful for libraries. Most c++ devs I know would rather start writing a program by defining string than by learning to handle proper library management tooling. I'm not an expert so I'm not sure if it's just a culture thing or if there are inherent features in the language that make library usage hard, but yeah. That's that.
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It’s pretty inherent to the tooling around the language. Basically because theres a lack of “standard” tooling, so you either go lowest-common-denominator (header only), or you have to fuss with very gross build systems that have weird quirks on different platforms.
C is easier in this regard just because the language evolves so slowly that even though the build and library systems are bad, theyre a known bad that people can work around. No such luck with C++, where its bad and ever changing.
I wish the C++ world would adopt bazel eventually as their standard tooling base.
> I wish the C++ world would adopt bazel
Why do you believe picking a specific build system is relevant wrt libraries, particularly a build system whose main selling point is build speed.