| Jonathan Blow (cult/indie game developer/studio owner) has a lot of ideas about evolving C++ (or rather, building a new language to replace it) specifically in a game industry context. This perspective is interesting because its kind of running at a different angle away from the "memory-safe, better guarantees" project that Rust is workin on. https://www.youtube.com/watch?v=TH9VCN6UkyQ Just as the scripting languages took a big bite out of C/C++ usage starting in the 90s, I think we're seeing another couple use-case for C/C++ pull off: 1) stuff that is performance sensitive but security sensitive as well (Rust)
2) stuff that is soooo performance sensitive that Rust and C++ are actually too bloated, but which isn't really security sensitive so the guarantees that Rust/Modern C++ offer aren't worth it (Jai, Blow's language). Category 1 is clearly real, but Category 2 might be too small to sustain itself (though Blow makes an economic argument that it would be worth it). Are we just going to keep peeling back C/C++ users from the pack with more specifically-useful languages until there are none left except for those maintaining legacy code? Or are there use-cases where C++ will continue to make sense? I guess a lot of this depends on whether or not we can meaningfully "modernize" C++ through the standards process without simply bolting on a lot more features that add to the bloat. I wouldn't wager much that this trick can be pulled off. |
I should revisit the topic in light of the latest progress with C++ and to correct some errors in those posts but I continue to believe that C++ is getting better as a language for games.
There is a somewhat legitimate argument that C++ is too complex but I don't believe you can make a convincing case that it justifies creating a whole new language (which will inevitably come with its own quirks, idiosyncracies and complexities) rather than engaging with the development of C++ itself.