[Semi OT] Language for Game Development talk
po via Digitalmars-d
digitalmars-d at puremagic.com
Fri Sep 26 01:59:04 PDT 2014
> - 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--
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