The data thing though, that sounds like your engine is poorly optimized for development time. There should be a way to work with data without repacking everything.
>>It's surprising people are willing to put up with this shit at this in this day and age
All major APIs, the SDKs for PS5/Xbox are all only provided in C++ so it's almost a necessity. Same reason why we all use Windows - the platform tools are only provided for windows.
It is the language those managed language runtimes are written on, the main language for GPGPU programming, two major compiler building frameworks, and works out of box in all OS SDKs while providing me a way not to deal with C flaws unless forced by third party libraries.
I could be spending my time creating libraries for other ecosystems, but I have better things to do with time.
It wasn't because it was lacking in capabilities, rather the authors decided they would spend resources elsewhere.
Naturally it has the side effect to reinforce the use of the languages that are already being used.
For things like AAA games and OS development, I'm not convinced simply picking another language solves the problem. At least not while keeping all the same benefits. C builds faster, sure, but it doesn't have the same feature set.
I'm getting 150 ms of iteration time on small cases, 200-300 on average ones
Some of the packing steps are also probably lossy (eg. Take this super high poly count model, and cut away 99% of the polygons). If you skip that culling step, the game probably won't run.
And yes, the client itself usually can't read the raw data, and even if it could there is not enough ram on consoles to load everything as-is. The workstations we use for development all have 128GB of ram just so you can load the map and all models in-editor.