That's a strange take by him and on pragmatism. There's also almost nothing pragmatic about C++. Many functional languages are actually quite pragmatic.
That's a strange take by him and on pragmatism. There's also almost nothing pragmatic about C++. Many functional languages are actually quite pragmatic.
That's a heck of a weird take. C++'s main value proposition has always been pragmatism. In all possible and conceivable aspects of a programming language. The fact that is a (mostly) superset of C, support for OO, RAII, outstanding backwards compatibility, time-tested and future-proofed, "you pay for what you use", it targets everything and runs everywhere, it's the language of choice on most mainstream OSes and specially Windows, etc.
Why do you think people tolerate footguns and memory shenanigans? Why do you think that C++ is still one of the most popular languages ever devised and continued to hold the crown even after the C++98 cross through the desert?
C++ has been the optimal choice with regards to pragmatism at least for the past two decades. What does C++ offer other than pragmatic solutions?
I simply don't consider cans of worms pragmatic.
This personal assertion says nothing about C++ other than stating you have an irrational dislike for it. There are plenty of reasons that make C++ one of the most successful programming languages in mankind's history, if not the most successful, and inertia is not it.
Huh? We’re talking about game dev. C or C++ is the primary language for just about every game engine ever. Even Unity is written C++.
I can’t say functional languages haven’t ever shipped a game. I’m sure there’s an example or three.
But yeah when it comes to shipping games C++ is the definition of pragmatic.
Just because C++ ships games doesn't make it pragmatic. Aren't many game codebases considered to be absolute hell? And none of that says anything about the pragmatism of functional-first languages.
Nice fantasy, but the real-life codebases that do this make even the most hellish C++ code look like future space-age magic technology.
You're not speaking from real-world pragmatic (heh) experience here, you're just complaining that C++ is hard and that you'd rather go shopping.
Assume source is src/foo.c and compiled to obj/foo.o, then introduce a third directory called gen. Change the makefile rule to copy .c from src to gen, and compile from gen to obj. Then add a makefile rule that says gen/foo.c can be built from src/foo.c.py by calling python on the source and redirecting stout.
That means a C source file can be turned into a python program that generates the same source by wrapping it in a string literal, calling print and renaming the source file. No build system change. Then change the python as you see fit to work around the limitations of C.
Works really well for a solo developer. Repo using this scheme is ~100 generated files (mostly lua, some python) vs ~600 C files. Plus ~20 C++ and one D, just getting started with that language.
[1] https://github.com/JonChesterfield/boring-makefile/blob/mast...
$(GEN_PY_SOURCE): $(GEN_ROOT_DIR)%.c: $(SRC_ROOT_DIR)%.c.py
$(PYTHON) $^ > $@C++ is indeed not C. C++ is a considerable improvement over C. You can stick with your C-style code and get the same result you'd get if you had used C, but you still have access to features that simplify a great deal your life and don't have a performance impact, like templates. With C++ you can have your C cake and eat the C++ cake too. The only drawback is compilation times, but any caching system takes care of that.
Unity is one of the reasons why Microsoft started to take Midori lessons into regular C#.
Ultimately if we want to be pedantic, all game engines are written in C and C++, as that is the only way current OSes expose their graphics APIs, no alternative implementation can change that unless they also write an OS in the process.
a programming language alone doesn’t practicality make or break. factor in programming tools, libraries, community, and of course one’s prior experience.