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by bishop_mandible 3517 days ago
Wow, makes me want to develop a AAA game in Go.
2 comments

What makes a game AAA is the resources (human and financial) that were used making and marketing it, not the language used to write it.
And the culture.

AAA game developers only moved from Assembly to C, Pascal when forced to do it.

A few years after they moved from C to C++ when the SDKs started to be C++ only.

Similarly they will only move from C++ when forced to do so, and they only major complaint is related to build times.

I bet most are willing to wait until C++20 for modules than switching to another language, even if some studios manage to have some hits developed in safer languages.

Very good point here The outlook of gamedevs to new tooling tends to be pessimistic because so little is actually geared towards what they work on, or want to work on.

On the other hand, Web and mobile games have lived with the consequences of a managed runtime for many years now. There are limits in how much processing power is available there, but it ultimately just diverts developer attention towards other things like a more robust backend, faster turnarounds, and other general workflow improvements independent of scene fidelity.

I get why you're saying this, but go-to-c bindings are not fun and that's how you'd have to talk to the hardware.
Only for the one implementing it.

Also on some platforms it could even be Go-to-hardware.

You really want a higher-level API in most cases, and these are almost exclusively written in C/C++. Also in Go, there's a certain overhead when calling C functions.