Also, my real-world experience with wading through the abstraction insanity often seen in C++ (and justified because it's "safer") to find and fix bugs, and even more so with the sheer baroqueness of Enterprise Java (arguably an "even safer language"), shows that "reduce defects" is more like a dream. Maybe the number is reduced but when one is found, it tends to be harder to fix.
Put another way, I'd rather fix relatively simple C (which also tends to be simpler code in general) than the monsters created by "modern C++" because they thought the "added safety" would mean they could go crazy with the complexity without adding bugs. Perhaps there is some sort of risk compensation going on.
The saying "C makes it easy to shoot yourself in the foot; C++ makes it easy to blow the whole leg off" comes to mind.
It's completely possible to write C++ code without it being a mess of a template mostrosity and massively overloaded function names. People who write C++ like that would write C filled with macros, void pointers and all the other footguns that C encourages you to use instead.
I've been working with the sentry-native SDK recently [0] which is a C api. It's full of macros, unclear ownership of pointers (in their callback, _you_ must manually free the random pointer, using the right free method for their type, which isn't type checked), custom functions for working with their types (sentry_free, sentry_free_envelope), opaque data types (everythign is a sentry_value_t created by a custom function - to access the data you have to call the right function not just access the member, and this is a runtime check).
See [1] (their C api example). With function overloading and class methods it would be much more readable.
[0] https://github.com/getsentry/sentry-native [1] https://github.com/getsentry/sentry-native/blob/master/examp...
Maybe the suckless guys are on to something.
We pretty much have exactly that, but better with programming languages composing libs, functions and other abstractions. That’s exactly the same thing but at a different (better) level.
The game industry iterates far faster and the result are programs that can handle far more features than the average tech methodology. It's the classic quantity leads to quality pottery grading experiment. Have you ever considered that these 'best practices' pile on so much unneeded crap that an experienced developer doesn't need?
Also last I heard there was a startup aiming to solve slow browsers by running chrome in a server and streaming a video of the window somewhere. If that's not a setback I don't know what is.
Maybe this should tell you something about the relative complexity of the two problems. And frankly, features in a game are non-comparable to browser features.
> features in a game are non-comparable to browser features
You can't hand-wave this away. I'm certain you need a lot more math knowledge if you want to implement something like physical world. Does a web browser need that?
Some physics and linear algebra, while I’m not saying is easy, but it is not a complex layouting and CSS engine, with a state of the art language runtime, with all the possible requests, sandboxing, etc. — of course you don’t necessarily have to write an optimized browser, but still, just implementing a usable subset of the web is ridiculously hard.
Again you're trying to backtrace the results to the complexity of the task and the linkage simply does not make sense.
> Some physics and linear algebra, while I’m not saying is easy, but it is not a complex layouting and CSS engine, with a state of the art language runtime, with all the possible requests, sandboxing, etc. — of course you don’t necessarily have to write an optimized browser, but still, just implementing a usable subset of the web is ridiculously hard.
Well it seems to be easier because you can literally look it up through the internet and implement it as a set of rules. The hard part would be the combinatorial number of cases. If you don't have the math requirements to make a game with a 3d world from scratch it will not feel good.
Whereas javascript.. Your code could be doing almost anything yet it will run just fine. Also, cus its not compiled the IDE for javascript is much much less helpful (eg. theres no "find all references") and much more permissive.
I also rebuilt our audio streaming system over the course of 48 hours to use the texture streaming subsystem when we exceeded the 64 file handle limit on an certain platform. We needed to hit a date for a TGS demo and I can guarantee you that we had things which were even more YOLO for a fairly decently sized team/game.
Some of these bugs are experience ruining: think Fallout 76.