[Semi OT] Language for Game Development talk

Paulo Pinto via Digitalmars-d digitalmars-d at puremagic.com
Fri Sep 26 02:13:07 PDT 2014


On Friday, 26 September 2014 at 08:59:04 UTC, po wrote:
>
>
>> - RAII makes most sense if you have exceptions.
>   RAII is orthogonal to exceptions, so his claim is nonsense.
>
>> - He does not want to write new classes to manage resources 
>> (not only memory, but shaders etc).
>
>  I manage all resources using RAII, it did not require me to 
> write a new RAII class for each resource type.
>  I suspect he thinks that to implement RAII for a Mesh class 
> you would need to create constructor/copy 
> constructor/destructor. This is not how it is actually done. 
> Instead the vertices/indices wrapped by an RAII template type.
>
>  You can see on one slide he attempts to use std::unique_ptr<> 
> but his syntax is completely wrong, a good indication he 
> doesn't actually have any clue how this stuff works.
>
>> - Writing useful classes in C++ => tedious boilerplate.
>   I saw his claim, but again it is nonsense. In C++ we rarely 
> if ever manually write copy constructor/move 
> constructor/destructor. These are auto generated 99% of the 
> time. His claim comes out of ignorance of how to properly use 
> C++.
>
>
>> He might not say it explicitly, but he seemed to assume people 
>> to hold those views. So that probably means he usually works 
>> with people who code in the same patterns.
>
>  I've worked with people who think exactly like him. They are 
> generally somewhat older, and started programming games in the 
> 80/90's. I was not impressed by the coding ability of the 
> individuals I met who had this mentality.
>
>
>  If he updated his toolbox he might not have spent 5 years 
> working on his latest game--

And I also question his skills given that he admits the only 
programming book he has ever read was K&R C.

So most likely he has very fragile bases from googling around and 
stuff.

--
Paulo


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