if a trademark is not registered does it carry the same weight legally?
I'm not an expert or lawyer, but I believe in case of dispute the one who proves they used that title earlier will be assumed to have ownership. Therefore, automatically you cannot use any existing titles. Sometimes even similar ones.
I remember reading a story where guy released game similar to Candy Crush and it was similar in name, later on Candy Crush came out and they started legal war. Of course Candy Crush was on losing side, since they came up with the name later, so they found another game with similar name, which came out much earlier, bought copyright for like $100 and made poor guy take down his game, because now Candy Crush holds rights to earlier title.
You should only reject a box if all vertices are "outside" the same frustum plane.
OP doesn't mention whether he's trying to implement frustum culling so I believe it's worth to mention that such approach isn't error free. Sometimes it gives false-positives, as in flags box as visible even though it is not.
Quad-Trees, and Oct-trees work by recursion. You start off with very large volumes, and you work your way downwards, checking smaller volumes, till you finally get to the actual meshes to check. For small worlds... these tend to be more costly. For larger worlds these are efficient.
Are hierarchical structures even necessary for frustum culling? My CPU can cull ~450,000,000 AABBs per second (on 1 thread). 1 ms would be 450,000 AABBs. I'm sure you'll run into a dozen other problems before bruteforce frustum culling becomes a bottleneck.
I agree but too bad this is required for backwards compatibility. Personally I'd prefer if Microsoft just scrapped all pre-Win10 code / API and just remade whole thing from scratch in C++. But that would mean we'd lose lots of already existing libraries.
Templates are ugly
Isn't that the case only with template metaprogramming?
No easy way to print enums
Can Java do that? (I don't use it so I am not aware). Besides, is there a use for that outside debugging / logging reasons?
Hard to parse causing problems with code analysis, navigation (intellisense etc.)
Isn't this mostly caused by C legacy and multiple syntax (ex. C vs C++11 uniform initialization & so on)?
Uninitialized variables still cause a lot of security bugs
You just need to turn up warning levels and treat warning as errors. Compiler won't let you compile uninitialized variables, unused variables, precision loss (ex. implicit cast from uint64 to uint32), & some other things. From my little experience majority of open source libraries don't even compile with those settings.
I also remember someone saying you have to force yourself to work on your game. For example, you set timer to 1 hour, sit down, and work on your game. You have to do 1 hour every day at minimum, no excuses, no procrastination, etc. Just 1 hour spent on your game, and it doesn't even matter what you do.