| > AAA game engines I think most game programmers have a typical "incremental" mentality, where they need to see progress all the way, even at the learning the language stage. And then studios want easily replaceable programmers. So by this point you'd probably be left with few ideal languages: Java or C#. Add the constraint of low level optimizations for performance combined with "zero cost abstractions" so that in theory you can keeps a decent amount of productivity while working with heavily optimized code. So you're left at... C++ Nothing else gets even close to fitting the requirements. I imagine that if Rust gets popular enough to satisfy the "easily replaceable programmers" imaginary requirement (because I imagine it never works), you'll start seeing game engins written in Rust. To be honest, I think Rust will never get very popular because it will tend to have a huuuge gap between "library creators" (that will use the full feature set of the language, understand all the lifetimes tricks, never use garbage collection etc.) and the "library consumers", so people will keep being afraid of popping off the hood. I'd have more hopes with someone creating some kind of "superset of Go" as a next systems language, that would add something like generics, local type inference, and a way to turn off GC. The lowest common denominator always wins, "worse is better" and all that... |