Re:#include <rules>
by lmm on Sunday February 04, 2024 @07:39PM
(#39256071)
> But what about the percentage of new C++ game projects? I don't see any AAA or even commercial Indie games written in Go, and with Rust, it looks like there's always someone making a new toy game _engine_ but no actual games.
You wouldn't necessarily know, unless they talked about it. Some of the biggest games of the last decade were written in Java or C#, but without necessarily making a big deal about it.
> And of course, Engines like GameMaker that are themselves written in C++ but whose users don't write in C++. (Well, that's Unity as well)
You forget that 30 years ago this was virtually unheard of, at least for "real" games. Writing a new game used to mean writing a new game engine. Now it mostly means writing something for an existing engine.
I'm sure game development toolchains will have C++ somewhere in their bowels for decades to come. But for day-to-day game development work it will continue to slide into irrelevancy.
You wouldn't necessarily know, unless they talked about it. Some of the biggest games of the last decade were written in Java or C#, but without necessarily making a big deal about it.
> And of course, Engines like GameMaker that are themselves written in C++ but whose users don't write in C++. (Well, that's Unity as well)
You forget that 30 years ago this was virtually unheard of, at least for "real" games. Writing a new game used to mean writing a new game engine. Now it mostly means writing something for an existing engine.
I'm sure game development toolchains will have C++ somewhere in their bowels for decades to come. But for day-to-day game development work it will continue to slide into irrelevancy.