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by AlexeyBrin 3343 days ago
> So far Jai seems to be the most serious competitor in this regard.

1. Jai is not even released.

2. Jai is a programming language, not a game engine.

Unity is slow because they are using an outdated C# implementation (some old Mono).

1 comments

1. If you follow its development you know the features and the design philosophy. What's your point? 2. I picked Unity because it's the most popular engine with an underlying GC.

Regardless of their GC implementation, in games you don't want opaque runtime behaviour, which a GC always introduces. This leads to weird workarounds in your code that nobody understands instead of having clear and explicit memory management.

My point is that until a language is proven, as in used on a large scale it is just a nice idea. Let's wait until Jai is released and used by different teams for different tasks until we proclaim its superiority.
I didn't claim superiority, I just that it's the most serious competitor. A point I still stand by. The original post compared the adoption of C# to the adoption of C++, the now de-facto standard for games. C# does not have what it takes to become the de-facto standard for games.
Sure it does.

C++ became a de-facto standard for games, because console SDKs moved from C to C++, pushed by the companies selling them.

The same companies that are now adopting Unity and have already toyed with the idea of having a C# SDK.

If for the sake of example, PS5 SDK would be C# based, devs that wanted any money from PS5 games would adopt it, regardless of their feelings regarding C++ vs C#.

>If for the sake of example

This is a terrible example and you have no idea what you're talking about.

As someone that once upon a time was at SCEE SOHO office, maybe I do know one or two things.