A Perspective on D from game industry

Nick Sabalausky via Digitalmars-d digitalmars-d at puremagic.com
Sun Jun 15 23:20:49 PDT 2014


On 6/15/2014 4:26 PM, Burp wrote:
>
>   I work in the game industry so I'm familiar with this type of mindset.
> Not everyone in my industry is like this, but unfortunately many are(I
> avoid working with them).
>
>   He doesn't understand metaprogramming and so dismisses it. He also
> assumes C++ is all about Java style OOP, when modern style is wildly
> different from Java.
>
>   And yes the game industry will likely *never* produce its own language
> or tools. Why? Because it is very short-term goal oriented, focusing
> almost entirely on the current project with little thought for long term
> growth. Most companies are relatively small, and even large ones like EA
> are very fragmented(although EA did produce its own version of the STL).
>
>   Basically, this guy is a *rendering engineer*, likely good at math and
> algorithms, but not so hot with design.
>

Interesting to hear, thanks for sharing your perspective.

There's one thing I'd like to ask about though, not intending to argue, 
but just for clarification:

You say the industry isn't likely to produce its own tools. While I'm in 
no position to disagree, I am surprised to hear that since the industry 
is known to produce some of its own middleware. EA is said to have a 
fairly sophisticated in-house UI authoring system, and of course they 
have Frostbite. Various studios have developed in-house engines, and 
many of the big-name ones (ex, Unreal Engine, Source, CryEngine) started 
out as in-house projects.

Would you say those are more exceptional cases, or did you mean 
something more specific by "tools"?



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