Re:Rust – Are We Game Yet?
by andrewmcwatters on Thursday March 16, 2023 @12:37PM
(#35184412)
This is exactly what I do at Planimeter, where we use primarily ANSI C and convert compilation units to C++ when we need to interface with existing solutions.
This is the easiest way we can automate bindings to other programming languages without having to use larger instrumentation like SWIG.
It's definitely not the industry standard recommendation I wrote about above, but internally we have other objectives that make it sensible. And we still get to use C++.
(there are a couple of externally maintained bindings though)
PS: the most serious case against C++ for game development is probably the widening gap between "modern C++" and the kind of "sane C++" that's used in the game dev world (e.g. modern C++ is moving into a direction where most new features are entirely useless/pointless for game development). That was at least the main reason why I left C++ mostly behind and moved back to C (or realistically: a mix of mostly C and some C++ where needed to talk to libraries), and I keep a very close eye on Zig to eventually replace my use of C.