[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
More information about the Digitalmars-d
mailing list