[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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