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Posted 15 July 2011 - 07:33 PM
Posted 15 July 2011 - 07:43 PM
Posted 15 July 2011 - 08:09 PM
Posted 15 July 2011 - 08:20 PM
Seems like its about 10 years too late to be useful.
Posted 15 July 2011 - 10:33 PM
Posted 16 July 2011 - 12:05 AM
Posted 16 July 2011 - 02:12 AM
Posted 18 July 2011 - 09:23 AM
That's not quite correct. Some areas of game developement are extreme performance computing. Game development as a whole has many levels of performance requirements. Casual games don't usually require extreme performance. Most indies games don't require it. Even many genres of AAA games don't require it.
... but game development is "extreme performance computing", ...
Depends on the features in that game engine, doesn't it? See above.
I don't agree with the argument that managed languages solve many problems in game engine runtime development.
Posted 19 July 2011 - 06:43 AM
Posted 19 July 2011 - 12:19 PM
For PC's, it means your competitors will automatically have all of the compute power you gave up to be able to use a managed language
Posted 19 July 2011 - 12:47 PM
Posted 19 July 2011 - 01:03 PM
But the consumer market is moving away from C++ in favor of other languages, especially Java.
They are also two. 2. One, two.
Just look at Runescape and Minecraft. Classic examples of successful Java games, and they give Java a good name
Those languages have "only" two successes over past 15 years as well: PS3 and XBox. They also have one more: PC.
C++03 is irrelevant today, as C++0x will be. Dead language.
Posted 19 July 2011 - 02:41 PM
Not entirely sure, but I believe that C++ altogether is obsolete.
Posted 20 July 2011 - 11:42 AM
Posted 26 July 2011 - 09:29 PM
Posted 26 July 2011 - 11:36 PM
Posted 27 July 2011 - 12:48 AM
Posted 27 July 2011 - 08:42 AM
When I tried to use boost.function and boost.bind I ran into several brick walls, mainly due to a lack of compatibility with shared_ptr; boost.bind keeps shared_ptr alive basically forever.
Posted 27 July 2011 - 09:05 AM
The point of c++0X is to add language features to overcome the problems with the other language features.
A few technical issues drove me away from c++ for small games, and I'm sad to note that c++0x doesn't solve any of those issues. I've determined that for small games, almost any other language with reasonable API's is a superior choice, and that for larger games, a C api DLL, with heavy use of c++ in the background to save time, and with a less performant scripting language for gameplay programming, is the best solution.